Open EmiOnGit opened 1 year ago
I think the best way to achieve this would be to feed the shader a texture map which is the color for any blade at any pixel .
Also ideally I want to be able to have green grass in one large area and orange grass in another large area
What problem does this solve or what need does it fill?
Currently, the color defined for the grass blades is always consistent, however in reality the color of the blades should vary by a little amount on a blade to blade basis. This gives the feeling of a more alive system and makes watching at a dense patch of grass easier.
Describe the solution you'd like
Different approaches would work here. I propose a color variation field in the
GrassConfiguration
resource. This might be a Vec3 indicating the variation in r,g,b separatly.The variation will then applied in the vertex shader by using some noise
Describe what is for debate
The implementation can look very different and I'm up to other suggestions :)
I think this should be an optional feature that may be on by default but can be disabled