Procedural Stylized Grass using Mesh Shaders
"3D Programming" I swear I didn't see your video when I was recording this this is purely a coincidence I swear. Lol
This follows the AMD Procedural Grass Demo that they used to showcase their Mesh Shaders:
https://gpuopen.com/learn/mesh_shaders/mesh_shaders-procedural_grass_rendering
I took some inspiration from their implementation, mostly the way they handled vertex positioning (using bezier curves) and colouring (by darkening the grass blades closer to the ground to give off the illusion of ambient occlusion and depth)
I also tried implementing "fractional scaling" like they did, but instead of scaling the grass blades horizontally only, I scale them uniformly. I am unsure whether or not I like this effect, and without a plane as ground, I cannot really tell.
In any case I am pretty happy with the performance. Task shader does culling but not on a per-meshlet basis (got too lazy to implement that), and wind is implemented using a simple sine wave offset.
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