18 comments

[ 3.4 ms ] story [ 56.7 ms ] thread
thanks for posting it here :)
This is another video on grass rendering but in the style of Ghost of Tsushima: https://www.youtube.com/watch?v=bp7REZBV4P4
Graphics programmers are wizards.
Sometimes it's really obvious combinations of basic techniques.

And sometimes a graphics programmer does a handful of vector products or matrix operations and produces something that makes you go 'how the hell did you think of that?' when you look at it. Any time I see a sufficiently amazing shadertoy the odds are decent that the actual code for it is way simpler than I expect but still nothing I could've come up with.

The creator of shadertoy has a stream of him making a jumping animated character with nothing but glsl and sdfs.

I watched his entire process twice, have made sdf animations myself (nothing nearly as good) and it’s still all black magic.

SimonDev's videos are pure gold.
The acerola video at the start is a good watch even for the layperson.
I wonder how that compares to SDF rendering of grass. SDF has a high cost due to the raymarching part, but you essentially get free repetition with local tweaks.
Isn't this what mesh shaders were invented for?
Yes, but support isn't great for older cards so they're not commonly used.
This is great. I’m working on a similar grass rendering inside Godot 4.0 - currently using MultiMeshInstance but was unhappy with performance / look even with the maximum of 65335 instances. I think I will try and apply some of the compute shader stuff for culling. Thanks for posting!