by Garrett Gunnell
An exploration of grass rendering techniques.
DISCLAIMER: While this grass is highly performant and optimized, please don't attempt to use it yourself as it is tuned to my needs. Instead, reference it as much as you'd like. I apologize for the mess.
- GPU Instancing
- GPU Frustum Culling
- Chunked grass position buffers to cover any desired area
- Level of detail applied to distant chunks
- Scrolling noise texture to simulate wind
- Shaders for quad grass and individual grass blade 3d models
- Geometry Shader Grass
Implementation details here.
Implementation details here.
(don't reference the code for this or use it)