What problem does it solve?
Real-time vegetation rendering in SDL GPU projects is challenging due to performance constraints. This skill provides an efficient approach using instanced segmented grass blades, wind animation, and terrain LOD with geomorphing to deliver believable foliage without sacrificing frame rate.
Core Features & Use Cases
- Instanced segmented grass blades with per-instance attributes for wind, scale, and color.
- Density-based LOD rings for grass and tile-based terrain LOD with vertex shader geomorphing.
- Wind-aware animation in the vertex shader and integrated with terrain morphing for visual coherence.
- Use in games and simulations requiring large vegetation coverage, split-screen or multi-viewport rendering, and dynamic terrain.
- Practical workflow: set up heightmap, create multi-LOD tile meshes, generate blade meshes, and render with separate pipelines for terrain and grass.
Quick Start
Integrate the grass system into your SDL GPU project by configuring per-instance data, loading the heightmap, and enabling the terrain LOD and wind shaders.