- This project was inspired by Ghost of Tsushima. The focus is the replicate its amazing grass rendering system which includes
- The curvature of the grass blades following a quadratic bezier curve
- The light reflection
- Apply a scrolling global wind texture
- Add player interaction to the grass
- Use Chunking/Tiling to separate the world and run a compute shader per tile
- Use Voronoi noise to create variations in grass groups, similar to areas of high nutrition and areas of low nutrition
- Smoothly transition between a 15-vert grass blade to 7 vert grass blade to simulate different LOD
WhiteWhale52/GhostofTsushimaGrassRendering
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