Grass
- Unity Engine
- C#
- HLSL
This project is the one I'm currently working on during my free time. The goal here is to learn how to create good looking grass in an optimized way.

To achieve a good looking grass, I founded that a lot of techniques can be used (billboarding, geometry shader, GPU instancing etc ...), but there is actually a lot of downside speaking about performances.
I finally decided to go with GPU Instancing, because this technique offer really good performances and allow me to deep dive into shaders
Using compute buffers, I'm computing the position of each blade mesh pre-runtime, using it into vertex shader, allowing me to displace blade's vertices using TRS matrix from my compute buffer.

In the future, I want to add more optimizations like frustrum culling, LODs, and a new blade mesh with less vertices!