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Grass... - Posted on: 11/9/2019   [Uncategorized]



Yep, more grass work!...

I'm still editing Roystan's grass shader. I tried to implement a waving tint effect, similar to Unity's grass shader, but couldn't figure it out. I made a neat change to the way color is applied to the grass, so there is more variance to the blades.

I also added an animated skybox to the scene (via the AzureSky asset) - it took a while to get it to look nice. I was using a fog scattering fog, but had to disable it because it didn't work with the grass.

Performance is good, as long as I'm using the version with no shadows. I'm pretty happy with it now.

I'd like to try to make the blades bend when objects pass through it. And I need to create some solution for production, like a tool to paint the grass onto objects like terrains, or possibly base it off a heightmap, I'm not sure yet.




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Grass... 11/11/2019
More work on the grass shader...
Grass... 11/10/2019
Following up to my previous posts about grass...
Grass... 11/7/2019
More experimenting with Roystan's grass shader...
Grass... 11/6/2019
I edited Roystan's grass shader...
Better grass solutions... 10/29/2019
In relation to my previous posts, I've been looking at better grass solutions for Unity...
Grass solutions... 10/28/2019
I'm experimenting with creating my own grass for Unity...
Faux fog effect with atmospheric scattering... 10/26/2019
I created a scene using my faux fog shader along with the atmospheric effect I spoke about in my previous post, and the result is quite nice.
Playing with old effects... 10/24/2019
I looked at Unity's "Adam Exterior Environment Pack" in effort to understand how the creators made it look so good and I discovered a few main differences between the project and my projects...
Terrain blending shader... 10/2/2019
Last year I tried to make a terrain-blending shader but I didn't have the experience to do it...
Faux fog shader... 9/21/2019
The fake fog shader is already done...
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