Why Zephyr
Zephyr is a custom wind solution for Unity designed to deliver consistent, flexible, and performant wind simulation across both CPU and GPU workflows.
What Zephyr Solves
Traditional Unity wind options (Wind Zones, shader-only wind, per-system scripts) are fragmented and inconsistent. Different systems often don’t agree on wind direction, speed, or gust timing. Trees look one way, particles another, and effects like cloth or VFX Graph need custom workarounds. Zephyr eliminates that mess by providing a unified wind source.
Key Reasons to Use Zephyr
1. Unified Wind Across the Entire Project
Zephyr gives you a single, authoritative wind system that everything can subscribe to—materials, particle systems, shaders, physics, foliage, VFX Graph, GPU systems, etc.
This means you stop hand-syncing multiple wind solutions. Everything reacts to the same data.
CPU + GPU Support
Zephyr outputs wind data simultaneously to CPU-accessible values and GPU buffers/textures. That makes it easy to:
Drive shaders with real wind values.
Influence C# gameplay logic.
Sync particle forces.
Support GPU-based foliage, particles, or custom simulations.
This agnostic layout lets you develop all systems in the same way and easily let all systems interact with the wind.
Designed for Visual Consistency
Wind should look good and influence gameplay when needed. Zephyr makes it easy to drive:
Grass and foliage bending
Cloth and physics forces
Particle forces
Environmental cues (snow drift, leaves, dust)
Weather systems
Every part of your world stays in sync, visually and mechanically.
Built for Performance
Zephyr is lightweight and optimized. It avoids expensive per-frame CPU computations and lets the GPU handle noise and turbulence where appropriate. It’s built to perform well across platforms.
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