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Created README roughly explaining the project with some pictures. |
2 years ago | |
|---|---|---|
| .gitattributes | 2 years ago | |
| .gitignore | 2 years ago | |
| README.md | 2 years ago | |
| camera.gd | 2 years ago | |
| camera.tscn | 2 years ago | |
| grass.gdshader | 2 years ago | |
| grass_closeup_low_v01.jpg | 2 years ago | |
| grass_closeup_low_v01.jpg.import | 2 years ago | |
| grass_overview_v01.jpg | 2 years ago | |
| grass_overview_v01.jpg.import | 2 years ago | |
| grass_plane_mesh.tres | 2 years ago | |
| icon.png | 2 years ago | |
| icon.png.import | 2 years ago | |
| main.tscn | 2 years ago | |
| multi_grass.gd | 2 years ago | |
| multi_grass.tscn | 2 years ago | |
| project.godot | 2 years ago | |
README.md
Shell Texturing
Following the video by Acerola explaining shell texturing in video games, I decided to recreate it in Godot.
For now this uses a MultiMeshInstance and a custom shader with some basic shading in it.
As can be seen here it gives the illusion of grass made of mesh when observed from a high angle. But the illusion breaks when the observation angle gets shallow.
