tune(environment): rebalance procedural grass zones

This commit is contained in:
Tom Boullay
2026-05-28 01:08:33 +02:00
parent b87a7e929c
commit 57498b9bb1
3 changed files with 30 additions and 14 deletions
+6 -3
View File
@@ -153,14 +153,17 @@ function createGrassMaterial(
uClumpThreshold: { value: GRASS_CONFIG.clumpThreshold },
uClumpSoftness: { value: GRASS_CONFIG.clumpSoftness },
uZoneFrequency: { value: GRASS_CONFIG.zoneFrequency },
uNoGrassZoneThreshold: { value: GRASS_CONFIG.noGrassZoneThreshold },
uSparseZoneThreshold: { value: GRASS_CONFIG.sparseZoneThreshold },
uTallZoneThreshold: { value: GRASS_CONFIG.tallZoneThreshold },
uMediumZoneThreshold: { value: GRASS_CONFIG.mediumZoneThreshold },
uZoneSoftness: { value: GRASS_CONFIG.zoneSoftness },
uNoGrassZoneHeight: { value: GRASS_CONFIG.noGrassZoneHeight },
uSparseZoneHeight: { value: GRASS_CONFIG.sparseZoneHeight },
uLowZoneHeight: { value: GRASS_CONFIG.lowZoneHeight },
uMediumZoneHeight: { value: GRASS_CONFIG.mediumZoneHeight },
uTallZoneHeight: { value: GRASS_CONFIG.tallZoneHeight },
uNoGrassZoneDensity: { value: GRASS_CONFIG.noGrassZoneDensity },
uSparseZoneDensity: { value: GRASS_CONFIG.sparseZoneDensity },
uLowZoneDensity: { value: GRASS_CONFIG.lowZoneDensity },
uMediumZoneDensity: { value: GRASS_CONFIG.mediumZoneDensity },
uTallZoneDensity: { value: GRASS_CONFIG.tallZoneDensity },
uMaxBendAngle: { value: GRASS_CONFIG.maxBendAngle },
uMaxBladeHeight: { value: GRASS_CONFIG.maxBladeHeight },
+6 -3
View File
@@ -17,14 +17,17 @@ export const GRASS_CONFIG = {
clumpThreshold: 0.18,
clumpSoftness: 0.45,
zoneFrequency: 0.035,
noGrassZoneThreshold: 0.2,
sparseZoneThreshold: 0.4,
tallZoneThreshold: 0.8,
mediumZoneThreshold: 0.65,
zoneSoftness: 0.08,
noGrassZoneHeight: 0,
sparseZoneHeight: 0.08,
lowZoneHeight: 0.45,
mediumZoneHeight: 0.45,
tallZoneHeight: 1,
noGrassZoneDensity: 0,
sparseZoneDensity: 0.08,
lowZoneDensity: 0.72,
mediumZoneDensity: 0.72,
tallZoneDensity: 1,
maxBendAngle: 14,
} as const;
+18 -8
View File
@@ -26,14 +26,17 @@ export const grassVertexShader = /* glsl */ `
uniform float uClumpThreshold;
uniform float uClumpSoftness;
uniform float uZoneFrequency;
uniform float uNoGrassZoneThreshold;
uniform float uSparseZoneThreshold;
uniform float uTallZoneThreshold;
uniform float uMediumZoneThreshold;
uniform float uZoneSoftness;
uniform float uNoGrassZoneHeight;
uniform float uSparseZoneHeight;
uniform float uLowZoneHeight;
uniform float uMediumZoneHeight;
uniform float uTallZoneHeight;
uniform float uNoGrassZoneDensity;
uniform float uSparseZoneDensity;
uniform float uLowZoneDensity;
uniform float uMediumZoneDensity;
uniform float uTallZoneDensity;
uniform float uMaxBendAngle;
uniform float uMaxBladeHeight;
@@ -88,16 +91,23 @@ export const grassVertexShader = /* glsl */ `
float clumpNoise = texture2D(uNoiseTexture, clumpUv).r;
float clumpMask = smoothstep(uClumpThreshold, uClumpThreshold + uClumpSoftness, clumpNoise);
float zoneNoise = texture2D(uNoiseTexture, worldPos.xz * uZoneFrequency).r;
float sparseZone = 1.0 - smoothstep(uSparseZoneThreshold, uSparseZoneThreshold + uZoneSoftness, zoneNoise);
float tallZone = smoothstep(uTallZoneThreshold, uTallZoneThreshold + uZoneSoftness, zoneNoise);
float midZone = clamp(1.0 - sparseZone - tallZone, 0.0, 1.0);
float noGrassZone = 1.0 - smoothstep(uNoGrassZoneThreshold, uNoGrassZoneThreshold + uZoneSoftness, zoneNoise);
float sparseZone =
smoothstep(uNoGrassZoneThreshold, uNoGrassZoneThreshold + uZoneSoftness, zoneNoise) *
(1.0 - smoothstep(uSparseZoneThreshold, uSparseZoneThreshold + uZoneSoftness, zoneNoise));
float mediumZone =
smoothstep(uSparseZoneThreshold, uSparseZoneThreshold + uZoneSoftness, zoneNoise) *
(1.0 - smoothstep(uMediumZoneThreshold, uMediumZoneThreshold + uZoneSoftness, zoneNoise));
float tallZone = smoothstep(uMediumZoneThreshold, uMediumZoneThreshold + uZoneSoftness, zoneNoise);
float zoneHeight =
noGrassZone * uNoGrassZoneHeight +
sparseZone * uSparseZoneHeight +
midZone * uLowZoneHeight +
mediumZone * uMediumZoneHeight +
tallZone * uTallZoneHeight;
float zoneDensity =
noGrassZone * uNoGrassZoneDensity +
sparseZone * uSparseZoneDensity +
midZone * uLowZoneDensity +
mediumZone * uMediumZoneDensity +
tallZone * uTallZoneDensity;
float bladeVisibility = step(random(worldPos.xz), zoneDensity);
float heightModifier = uMaxBladeHeight * mix(0.35, 1.0, heightNoiseAverage) * uHeightNoiseAmplitude;