Custom grass system. No instancing, no Compute shaders.
Just game objects splitted into chunks with LODs. Displacement in vertex shader. Their geometry is pre-sorted towards the camera to minimize overdraw.
Unity automatically handles culling as they are just game objects.
#madewithunity#realtime
Forget everything you thought about EEVEE.
It's not just a preview engine in Blender 5.0 anymore.
This is photorealtime.
Meet EEVEE Realistic Lighting & Rendering. The future is here, and it renders in fractions of a second.