Unity Environment
HDRP, optimization, performance
Observatory
I made this environment in Unity HDRP. This landscape was build with the Terrain Tool. I configured the trees with the MTree add on and distributed them with the VegetationSpawner.
Breakdown
LODs
I created multiple LODs to optimize the performance of my Environment. This way only the geometry that is actually need will get rendered. The vertex count of the dragon gets reduced from over 12k to just 1.7k.
Terrain Shader
I wanted the dragon to look like it had been there for thousands of years and blend into the surrounding Terrain. So I created a shader that emulates the Terrain layers of Unity’s Terrain add on.
Ocean Shader
In order to create believable Waves, I displaced the vertices of a subdivided plane with a custom shader.