Grass Shader in Vulkan
added on 2020/10/06 @ 10:47:55 | 670 views| category: gamedev

The latest effort in my engine has been a grass system. After porting quite a bit of the DX12 functionality to Vulkan I got to the point where I wanted to work on something new rather than just porting features to Vulkan.

At a glance what I did in my grass shader was:

- Using blue noise distribution for grass blades positions.
- Vertex + fragment shader, no geometry/tessellation shader involved. No billboards real geo per blade.
- Tile-based.
- GPU driven, both culling and LODding calculation happening on GPU, indirect rendering.

I will now go on into discussing each of these different parts in more details.

tags: #gamedev #programming #vulkan #shader