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Critter Environment – Dev Community

Critter Environment – Dev Community

Tsunami 9 September, 2025
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User Rating 1 (3 votes)

Instancing and shader tools to create natural and stylistic environments. Draw mesh instances efficiently on terrains or meshes. Includes examples for terrains and trees with meshes included!

For more details this asset from the Unity Asset Store: Click Here

Critter Environment v2.3.2 (08 May 2025) (Latest version)

VIP Only

Critter Environment v2.3.1

VIP Only

Critter Environment v2.3

VIP Only

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Description
◼ Share your work on our Discord server and chat with us! ◼

◼ Supported Unity editor versions ◼

2021 LTS and above (including Unity 6)

◼ GPU Instancing tools ◼

Draw mesh instances efficiently on terrains or meshes. Includes examples for terrains and trees with meshes included!

Spawn any mesh
Configurable spawn logic
Supports Shader Graph
Custom setup for instancing
Looks great with the 3D pixel art style
Includes examples for…

Grass on terrains
Leaves on any tree mesh

◼ Water (orthographic only) ◼

Stylized and highly customizable water with reflections, foam, and etc…

◼ Custom toon shader ◼

A custom lighting solution for creating the well known toon shaded style. Includes subgraphs for clouds, pixel outlines and toon ramping.

Pixel perfect outlines (orthographic only)
One-pixel thick outlines
Asset compatibility – Compatible with low-resolution renders, for example, Critter 3D Pixel Camera
Object specific – Choose individual objects with outlines
Clouds based on 3D noise
Configurable toon ramp
Includes examples for…

Terrain toon shader
Toon shader
Instanced Toon shader

◼ Meshes ◼

Structures (less than 1000 vertices) – Arch Small, Arch Large, House, Light_Post, Rotor, Windmill

Rocks (less than 130 vertices) – Slab, Stone_1, Stone_2

Foliage (less than 20 vertices) – Grass_Leaf, Flower_Leaf, Tree_Leaf

Tree (260 vertices)

◼ Demo Scene ◼

Includes demo scene where these assets are layed out and set up for reference.

Technical details
Uses Unity’s API for instancing and custom set up for accessing instancing data in Shader Graph shaders.

All sub-shaders are implemented as subgraphs for the Unity URP Shadergraph.

– Pixelated outlines and inlines based on normal and depth textures. Includes a render feature that enables these.

– Clouds are implemented using 3D Simplex noise

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