Stix Games Documentation
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DirectX 11 Grass Shader
DirectX 11 Grass Shader
  • General
    • DirectX 11 Grass Shader
    • Quick Start
    • Grass Renderer Components
      • Nature Mesh Filter
      • Grass Renderer
    • Material Settings
      • Shader Variants
      • Performance Settings
      • Visual Settings
  • Advanced Features
    • Grass Painter
    • Interaction System
    • CPU Fallback
      • How-To: Set up the grass fallback component
      • Texture Atlas Renderer Settings
      • Grass Fallback Renderer
    • Grass Texture Atlas Templates
    • Global Shader Variables
  • Guides
    • Performance Optimization
    • Improve Visuals
    • Fix Visual Artifacts
    • Virtual Reality
    • Render Pipelines
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  • Shader Versions
  • Shader Settings

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  1. General

Material Settings

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Last updated 7 months ago

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This section will walk though the material settings, which includes most visual and performance related options of the asset.

Shader Versions

  • Stix Games / Grass: The regular grass shader with all its features

  • Stix Games / Grass Forward Only: Like the regular grass, but deferred shading is disabled. Use this to enable all lighting features in deferred rendering. Be aware that this might cause performance loss.

Shader Settings

Material settings for the DirectX 11 Grass Shader can be categorized in the following categories

  • Shader Variants: Settings that change the general behavior of the shader.

  • Performance Settings: Settings that change the density and level of detail of the grass. They have a high impact on performance.

  • Visual Settings: Settings that change how the grass looks. They generally have a low impact on performance.

This documentation is meant as a general overview of the concepts used in the shader, if you want to know what a specific setting does, look at its tooltip for more information.

A general introduction for the DirectX 11 Grass Shader