First render.
Second render with different settings.
Third render with flowers.
Fourth rendering with different settings.
Hey,
In this post, i showcases a grass shader.
I focused on the vertex and fragment shader.
At first, to instantiate the grass, I used the vertex positions of a subdivided plane, then switched to a raycasting system.
When instantiating many elements, you’ll need to optimize your rendering using a frustum culling compute shader.
For this, I used a GitHub project that really helped me understand how to implement it.
I tried my best to maintain the highest video quality, but once it’s uploaded, the compression algorithm degrades the quality.
Compute shader ref : https://github.com/MangoButtermilch/Unity-Grass-Instancer