Grass Shader+Procedural Terrain
| Summary | A procedural terrain covered in chunks of grass objects instanced by the GPU. |
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| Description |
My current hardware doesn't run S&box very well. So I can't tell if this is optimized enough... Uses the magic of GPU instancing combined with CPU chunk processing to render thousands of grass blades. [Image] There is also some procedural terrain so you don't have to walk around the same terrain every time you want to stare at grass blades. There was a lack of documentation on how buffers are implemented in S&Box. So further optimization was not possible. It took me a month to learn C# and understand all of this tricky documentation. But I'm happy with what I have achieved.My current hardware doesn't run S&box very well. So I can't tell if this is optimized enough...
Uses the magic of GPU instancing combined with CPU chunk processing to render thousands of grass blades.
[Image]
There is also some procedural terrain so you don't have to walk around the same terrain every time you want to stare at grass blades.
There was a lack of documentation on how buffers are implemented in S&Box. So further optimization was not possible.
It took me a month to learn C# and understand all of this tricky documentation. But I'm happy with what I have achieved.
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| Votes | 30 4 5 |
| Error Rate | 0% |
| Reviews |
4 reviews
0% Recommended (0)
75% Promise (3)
25% Needs Work (1)
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| Usage |
169 players
184 sessions
3 hours playtime
1 minute avg session
Totals captured
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| Data | {"SinglePlayer": true} |