Looks very beautiful! I also want to use this kind of graphic in my game, but I care about performance. Could you tell your stats and fps at this scene?
I can't tell you exact fps or performance of his scene but I can tell you that you can easily optimize all of these assets to make a scene like this very performant. Using techniques such as LOD, Occlusion Culling, Batching/GPU Instancing and even reducing the vertex count of the grass model itself (I found that 5 vertices per grass leaf looks good enough at a distance). I can't test on a low end pc/mobile but at least on my PC I was pretty happy with the performance.
Hmmm, I have to say the optimize steps may be difficult if you are not a professional tech artist or graphic programmer... GPU instancing + Grass Chunk Management System is the most common technology used in some big world game to draw mesh grass. Such as Zelda:BOTW and Genshin Impact. They all use mesh grass but not billboard grass. If your game is on mobile platform, control the vertices count to 4~6 for a single grass. About 100-200 vertices for a grass patch in blender. Make sure total 200~300K vertices in a frame. However you need to face another problem - decreasing draw call, for drawing mesh grass, the most common method is using GPU instancing with DrawMeshInstance API (or DrawMeshInstanceIndirected). This API is important because Unity's auto GPU instancing is really awful (Check the batch result in Frame Debugger you will know). With this API you can draw 1023 mesh instance in a draw call. However, the meshes need to be same, besides you have to design a system to manage the grass chunks which is consists of these grass mesh instances. For example, use quad tree to achieve frustum culling by yourself (because the draw mesh instance API will not do this for you) to determine which chunks need to be draw in a frame. Due to the mesh instance need to be same, you have to determine the grass randomness and density in shader (usually in vertex shader, graphic card need to support Vertex Texture Fetch) with density map, height map, grass map... You can also use some plugins in Unity Asset Store. uNature, Nature Renderer and Advanced Terrain Grass are all designed to decrease the draw call when drawing grass. All of them are using GPU instancing with grass management system. You can research how they implement their system if you have interested... Besides, if you want to achieve the system I mentioned in last comment. Usually, you need to design a brush to paint grass (like uNature) or modify the shading process of the Unity Terrain Detail Tool to yourself (like Nature Renderer or Advanced Terrain Grass. I have to say the Unity default Terrain Detail Tool is really a no use design, I can't imagine who will use this tool without any modification in a game...) Good luck :)
@@lobeyjongamedev676 God, this is very complicated for newcomers like me pff, do you have any tutorial, page or medium that can help with this optimization of the grass? I would greatly appreciate it as I'm just starting out in game making and there's too much stuff HAHAHAH
How did you create the character? I am working on a game and am having trouble finding tutorials on characters that look like breath of the wild Zelda or genshine impact
This is Genshin Impact MMD model which can be downloaded here (Click the character's photo at the bottom of the web page): ys.biligame.com/pjdkx/ ys.biligame.com/gczj/
@@tacticalmythic7945 I'm afraid no. MiHoYo has the copyright of their character models. These models are used to let fans to make MMD which can't be used in business.
this is absolutely gorgeous!!! I love this style in games, so its really interesting to see how its created. subbed :)
this is stunning!! i hope we could get a detailed tutorial for this sooner. subbed.
This is beautiful!!! I cant wait to see how you recreated this!! 😭
Looks very beautiful! I also want to use this kind of graphic in my game, but I care about performance. Could you tell your stats and fps at this scene?
I can't tell you exact fps or performance of his scene but I can tell you that you can easily optimize all of these assets to make a scene like this very performant. Using techniques such as LOD, Occlusion Culling, Batching/GPU Instancing and even reducing the vertex count of the grass model itself (I found that 5 vertices per grass leaf looks good enough at a distance). I can't test on a low end pc/mobile but at least on my PC I was pretty happy with the performance.
Hmmm, I have to say the optimize steps may be difficult if you are not a professional tech artist or graphic programmer...
GPU instancing + Grass Chunk Management System is the most common technology used in some big world game to draw mesh grass. Such as Zelda:BOTW and Genshin Impact. They all use mesh grass but not billboard grass.
If your game is on mobile platform, control the vertices count to 4~6 for a single grass. About 100-200 vertices for a grass patch in blender. Make sure total 200~300K vertices in a frame.
However you need to face another problem - decreasing draw call, for drawing mesh grass, the most common method is using GPU instancing with DrawMeshInstance API (or DrawMeshInstanceIndirected). This API is important because Unity's auto GPU instancing is really awful (Check the batch result in Frame Debugger you will know). With this API you can draw 1023 mesh instance in a draw call. However, the meshes need to be same, besides you have to design a system to manage the grass chunks which is consists of these grass mesh instances. For example, use quad tree to achieve frustum culling by yourself (because the draw mesh instance API will not do this for you) to determine which chunks need to be draw in a frame. Due to the mesh instance need to be same, you have to determine the grass randomness and density in shader (usually in vertex shader, graphic card need to support Vertex Texture Fetch) with density map, height map, grass map...
You can also use some plugins in Unity Asset Store. uNature, Nature Renderer and Advanced Terrain Grass are all designed to decrease the draw call when drawing grass. All of them are using GPU instancing with grass management system. You can research how they implement their system if you have interested...
Besides, if you want to achieve the system I mentioned in last comment. Usually, you need to design a brush to paint grass (like uNature) or modify the shading process of the Unity Terrain Detail Tool to yourself (like Nature Renderer or Advanced Terrain Grass. I have to say the Unity default Terrain Detail Tool is really a no use design, I can't imagine who will use this tool without any modification in a game...)
Good luck :)
@@lobeyjongamedev676 God, this is very complicated for newcomers like me pff, do you have any tutorial, page or medium that can help with this optimization of the grass? I would greatly appreciate it as I'm just starting out in game making and there's too much stuff HAHAHAH
Beautiful result, ask how do you create the skybox? using an HDRI image or a procedural shader
"Fantasy Skybox Free" in Unity Asset Store.
Amazing, please make tutorial on the bushes as well!
This is so cool! how did you manage to make the base for the island, are you using a terrain or a mesh?
This looks great! What was the name of the skybox plugin you are using?
Fantasy Skybox Free on Unity Asset Store
How did you make the cliffs mesh with terrain?? Can you show the model and textures?
I love to recreate in urp nice
Hi which type of skybox are you using ? (procedure, paranomic, cubemap, 6slides)
How did you create the character? I am working on a game and am having trouble finding tutorials on characters that look like breath of the wild Zelda or genshine impact
This is Genshin Impact MMD model which can be downloaded here (Click the character's photo at the bottom of the web page):
ys.biligame.com/pjdkx/
ys.biligame.com/gczj/
@@lobeyjongamedev676 is it free use to use in a game that I could publish?
@@tacticalmythic7945 I'm afraid no. MiHoYo has the copyright of their character models. These models are used to let fans to make MMD which can't be used in business.
any tutorials , project files ?
good work, keep it up
do genshin impact uses C sharp as a programming language or any else
I guess they use c# and lua
@@lobeyjongamedev676 thanks for the reply 💛
sorry if this is a dumb question, but how did you get the sfx?
how does this perform on mobile? can it reach 60 FPS on low end device?
how did you get the model to work with unity
Wah nice
do you happen to have discord channel?
Not ready to have a discord channel for now :(
nice.
Grass asset?
I will make it in future videos!
Grass asset please?
check his other videos
I cant read chinese tell me how to download