
Interactive Surface Advanced URP
Premium, AAA-tier interactive surface deformation system featuring hardware tessellation, dynamic friction particle links, texture stamping, real-time normal generation, and continuous step interpolation for high-speed vehicles. Designed for high-fidelity PC and Console games.
Technical Features
Technical Highlights & Performance
Learn how Interactive Surface Advanced URP achieves cutting-edge performance and visual fidelity under the hood.
Area-Optimized Compute Dispatch
The Advanced Compute Shader calculates and dispatches calculations only within the exact bounding box of the active moving object. This makes it possible to use high-resolution heightmaps (up to 4096) with virtually no performance impact on the GPU framework.
Hardware Tessellation (Screen-Space Edge Length)
Mesh triangles are dynamically subdivided on the GPU as the camera approaches the surface. This ensures extremely high geometric definition for footprint and wheel track borders without wasting polygon budget on distant objects.
Dynamic Friction Particles Pipeline
Supports automatically linking and managing a custom snow/dirt Particle System Prefab to moving deformers. Droplets and dust are emitted dynamically based on the object's speed thresholds, automatically disabling when leaving bounds.
Texture Stamp Alpha Masking
Uses 2D grayscale textures to stamp detailed footprints and tire tread designs directly into the heightmap texture. White values determine compression depth while black values are ignored.
Real-time Dynamic Normal Mapping
The Snow shader converts stamp depth variations into real-time Normal Map vectors. This renders detailed shadowing and ambient light occlusion in wheel grooves even on completely flat low-poly collider grids.
AAA Step Trajectory Interpolation
Tracks the last spatial position of moving deformers per-frame. If a gap is detected due to high speed or low framerate, it sub-dispatches the compute kernel across the interpolation line to draw continuous track ribbons.
Phong Tessellation Smoothing
Bends and smooths the newly subdivided vertices based on normal vectors. This eliminates harsh pixel corners and geometric steps in footprint trenches for a premium AAA feel.
Dynamic Normal Strength Occlusion
Controls the light occlusion strength inside stamped footprints and tire grooves. Allows developers to bump light reaction values to force realistic shadow depths under ambient scene lighting.