THUNGSTEN THE GAMEDEV BLOG TOOLS

Thungsten Grid — Documentation

Version: 2025.04.21a

Pipeline: Built-in (BRP) | Universal (URP) | High Definition (HDRP)

Links: Unity Asset Store

Overview

Thungsten Grid is a highly configurable, world- and local-space grid shader for Unity. It renders crisp, anti-aliased grid lines in world units with constant thickness, distance-based fading, and multi-layer hierarchy blending — ideal for strategy games, terrain overlays, simulations, and design tools.

Features

Requirements

BRP

URP

HDRP

Getting Started

  1. Import Package
    Import Thungsten Grid via the Unity Package Manager or Asset Store
  2. Configure pipeline support
    Depending on your rendering pipeline, see requirements above and enable decals
  3. Open the DemoScene and hit Play OR continue below
    Create an empty GameObject
    Add a [Projector / URP Decal Projector / HDRP Projector] component
    Assign one of the included Materials to the projector
    Set size to encompass your grid area
    Tweak shader settings to your needs

Shader Settings

Property Variable Name Type Description
World to Local _WorldToLocal Float 0 = world space, 1 = local space grid alignment
Anti-aliasing Baseline Feather _AA_BaseLine Float Base feather width for anti-aliasing
Anti-aliasing Distance Feather _AA_Distance Float Additional feather scaling with distance to camera
Fill Color _Fill_Color Color Color used for area between grid lines
Leave transparent for no fill
Fill Texture Size _Fill_Texture_Size Float Size in pixels used for aligning fill texture per cell
Only available in HLSL
Fill Texture _Fill_Texture 2D Optional fill texture applied under the grid
Color is multiplied by Fill Color
Soft Mask World to Local _Soft_Mask_WorldToLocal Float 0 = world space, 1 = local space
Soft Mask Distance _Soft_Mask_Distance Float Distance for enabling soft masking
Soft Mask _Soft_Mask Vector4 Mask origin and weight (X, Y, Z, Weight)
Grid A Color _Grid_A_Color Color Line color
Grid A Size _Grid_A_Size Float Spacing
Grid A Thickness _Grid_A_Thickness Float Line thickness
Grid A Fade _Grid_A_Fade Vector4 Fade distances for min, mid, max, and fade weight
Faded out at min and max, strongest at mid
Set weight (W) to 0 to turn off
Grid A Fade Factors _Grid_A_Fade_Factors Vector3 Fade factors per axis
Set X = 0, Y = 1, Z = 0 to only fade based on height
Grid B Color _Grid_B_Color Color Line color
Grid B Size _Grid_B_Size Float Spacing
Grid B Thickness _Grid_B_Thickness Float Line thickness
Grid B Fade _Grid_B_Fade Vector4 Fade distances for min, mid, max, and fade weight
Faded out at min and max, strongest at mid
Set weight (W) to 0 to turn off
Grid B Fade Factors _Grid_B_Fade_Factors Vector3 Fade factors per axis
Set X = 0, Y = 1, Z = 0 to only fade based on height

Usage Notes

Troubleshooting

Problem Fix
Grid looks blurry or aliased Adjust feather values (e.g. 0.005), or enable TAA or other anti-aliasing
Grid lines vanish at high zoom Increase Line Thickness or decrease Fade Distance Weight
Fill texture looks blurry Set texture filter mode to Point and compression to None
Grid appears in Scene view but not Game view Ensure the projector's layer is included in the camera's Culling Mask
Grid not visible in HDRP Make sure HDRP Decals are enabled in the HDRP Asset (Rendering tab)
Grid not visible in URP Make sure the URP Renderer has a Decal Renderer Feature enabled