Grass! I added a grass renderer component, and every entity with it is looped and their transform is added to a vector of grass matrices which are fed to the grass shader and drawn using instancing. You can also add grass through the map editor which is pretty cool. The grass vertex shader generates a random vector using simplex noise and uses that as the sway direction for the blade of grass. The grass fragment shader uses a gradient with three colors applied from bottom to top.
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