Comments (4)
Maybe we can add a translucency value to our g-buffer which indicates how much light shines through a material? I don't know how well it would work but let's say 70% of light can be kept for grass if something shines from behind and 0% for our other objects? Will reduce the popping. Might be enough if we also have more random directions for grass. Perhaps we could have different facing normals on a grass as well?
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Cool idea :) we should try that
from emerald-engine.
We could also just set the normal to some linear comb. of the current normal and the surface normal. The two botton vertices should probably be shaded like the terrain surface.
from emerald-engine.
Looks a lot better now.
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Related Issues (20)
- Create LODs for grass generation HOT 1
- Noise texture for positions and rotations of grass HOT 1
- Prepare demo scene
- Design grass LOD shaders HOT 1
- Find outdoor models for forest
- Find large heightmap HOT 1
- Design demo scene
- Place models in demo scene and create a spline to follow
- Change to 24- or 32-bit heightmaps HOT 1
- Make grass bend when other models are near. HOT 1
- Non-uniform scaling for models from scene file HOT 1
- Tile Based Deferred Rendering
- Point Light Shadows
- Screen Space Reflections
- Depth of Field
- Motion Blur
- Fix grass animation bugs!
- Copyright HOT 3
- emerald cannot find tga resources HOT 1
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