Slither Aplenty


UV mapped. ... PBR materials ... Simple Foliage Painter: drag-and-drop palette, brush painting/erasing, multi-editing and ... Animated snakes. ... Shared meshes and textures are kept together.


by DaveBerg


Price History +

Animated snakes, plants and a complete demo environment for Built-in, URP and HDRP, with foliage painting, fog, post processing and DBSequencer.

Unity 2022.3 LTS and Unity 6.0 versions.

Built-in, URP and HDRP materials, shaders, prefabs and demo scenes. URP/HDRP require matching Unity packages: 14.0.12 for Unity 2022.3, 17.0.4 for Unity 6.0.


  • 35 meshes: 18 snake animation variants, 16 plants and one combined ground mesh.
  • 110 prefabs across the three pipelines.
  • Triangles: 1,728 per snake; 8–72 per plant; 508,032 for the combined ground.
  • 64 textures: surface maps at 1024×1024 or 4096×4096; VAT position/normal data at 876 pixels wide and 151–198 pixels high.
  • UV mapped. 
  • No skeletal rigs, Animator clips or LOD chains. Snake animation is texture-driven
  • PBR materials 
  • Plants: rigid pivot sway, per-instance phase, sway culling, transmission, color variation and final desaturation.
  • Ground: near/far texture blend and normal intensity.
  • Simple Foliage Painter: drag-and-drop palette, brush painting/erasing, multi-editing and GPU instancing. Painted instances do not create individual GameObjects or colliders.
  • Fog volume
  • Post-process prefabs 
  • DBSequencer 

Documentation: SlitherAplenty/Documentation/README.txt and DBSequencer Help.

Support: bergdavi@gmail.com | https://borderlinealc.com/

Animated snakes. Includes textured snake and plant assets, a ground material and a complete demo scene for Built-in, URP and HDRP.


Snakes use vertex animation textures for playback without skeletal rigs. Customize their materials and playback speed, and place large numbers of meshes with the included Simple Foliage Painter. 


Shape the environment with the adjustable fog-volume and post-process prefabs. DBSequencer is included for camera cuts, object and material animation, events, screenshots and PNG/JPG image-sequence rendering.


Materials, shaders, prefabs and demo scenes are organized by render pipeline. Shared meshes and textures are kept together.