Unity-MicroSplat-Trax U3967

MicroSplat-Trax

MicroSplat’s Trax module adds functionality that lets you sculpt snow trails, tear grass into mud, or other effects based on physical interaction with surfaces.
Programmable Render Pipeline (SRP) compatibility
The Unity Programmable Render Pipeline (SRP) is a feature that allows you to control rendering through C# scripts. SRP is the underlying technology that supports the Universal Rendering Pipeline (URP) and the High Definition Rendering Pipeline (HDRP).
Unity version
Built-in rendering pipeline
Universal Rendering Pipeline (URP)
High Definition Rendering Pipeline (HDRP)
2019.4.39f1
compatible
compatible
compatible
Additional compatibility information
URP and HDRP are compatible when the appropriate MicroSplat URP or HDRP modules are installed.

Resource bundle dependencies
1

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describe
The Trax module for MicroSplat adds new capabilities to sculpt snow, grind grass into dirt, or other special effects based on physical interaction with surfaces.

Support forum
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Added features:
– Snow tracks (requires dynamic snow module) can carve objects into the snow and leave traces.
– The Trax texture can implement a similar effect on regular terrain, replacing grass with dirt as the tires drive over it. You can select a single texture or select a texture for each surface of the terrain.

All effects are integrated with tessellation and parallax mapping
The modules are perfectly combined to drive tessellation at the physical level. This module is not required, all effects have been tuned to look great without the need for tessellation.

Trax contains a number of modifiable parameters that allow you to customize the texture and parameters within the affected area. For example, you can texture the snow or modify its parameters so that it appears firm or fluffy in compacted areas.

The Trax module is physically simulated and can imprint the shape of an object into the terrain. Want your truck’s giant model tires to leave a mark? no problem. Want an animated dragon to shake the snow as it moves? no problem.

Effects zones can be customized and parented to the player, allowing effects to be simulated around the player at all times.

Trax supports time-based special effects, making the imprint gradually fade as time goes by, and even stop restoring at a certain threshold, making the imprint never fully restored.

Trax can also interact with wetness, puddles, streams, and lava features, leaving puddles behind footsteps (or lava, etc.)

Trax needs to support the RFloat or RGFloat texture format available on most devices. Please note that these features may not work on all mobile devices and may fall back to incompatible formats, causing issues with some effects.

Like all tools in the MicroSplat family, you can rely on Trax to be extremely fast, easy to use, and work flawlessly. Rendering other objects into a Trax buffer is extremely cheap, and you can easily apply this to every object that moves through your world.

On the 980TI, with the Trax buffer set to 2048×2048, rendering takes just 0.56 milliseconds per frame.

Trax currently supports HDRP or URP render pipelines as they are not currently suitable for production and do not support the required functionality.

Trax requires the MicroSplat framework to be installed.

*Does not include resources shown in the video.
technical details

related keywords
shader
better lighting
terrain
repertoire