bevy_feronia 
Foliage/grass scattering tools and wind simulation shaders/materials that prioritize visual fidelity/artistic freedom, a declarative API and modularity.
[!CAUTION] This package is in early development and in an experimentation stage.
Getting started
cargo add bevy_feronia
The possible use-cases are demonstrated in the examples
Feel free to copy the grass assets. All the other assets used in the examples are licensed assets, so if you intend to use them, make sure you comply with the license.
Credits/Inspirations/References
- Graswald for their amazing assets and
GScatter, which served as inspiration for the scatter tools. - Sucker Punch Productions for their Procedural Grass and Wind simulation in 'Ghost of Tsushima' and GDC Talks.
- bevy_procedural_grass by jadedbay
- warbler_grass by EmiOnGit
- GDC 2011 "Approximating Translucency"
- Blinn–Phong reflection model
- All the other assets
Roadmap
A bunch of issues are already open, but some of the larger milestones could be:
- Allow physics-based and other entities to impact the displacement/wind.
- Make use of compute shaders (Allow scattering on CPU and GPU, improve culling).