float ao = smoothstep(0.0, 0.7, vGrassUv.y); ao = mix(0.05, 1.0, pow(ao, 1.6)); vec3 rootColor = diffuseColor.rgb * 0.15; vec3 midColor = diffuseColor.rgb; vec3 tipColor = diffuseColor.rgb * 1.3 + vec3(0.06, 0.08, 0.0); float heightParam = vGrassUv.y; vec3 grassColor; if (heightParam < 0.4) { float t = smoothstep(0.0, 0.4, heightParam); grassColor = mix(rootColor, midColor, t); } else { float t = smoothstep(0.4, 1.0, heightParam); grassColor = mix(midColor, tipColor, t); } vec3 viewDir = normalize(cameraPosition - vWorldPos); vec3 lightDir = normalize(vec3(15.0, 25.0, 15.0)); float VdotL = max(0.0, dot(viewDir, -lightDir)); float sss = pow(VdotL, 3.0) * smoothstep(0.2, 0.9, vGrassUv.y); vec3 sssColor = diffuseColor.rgb * vec3(0.6, 1.0, 0.15) * 1.8; grassColor += sssColor * sss * 2.0; float NdotV = 1.0 - max(0.0, dot(normalize(vNormal), viewDir)); float rim = pow(NdotV, 3.0) * smoothstep(0.3, 1.0, vGrassUv.y) * 0.15; grassColor += vec3(0.3, 0.5, 0.1) * rim; diffuseColor.rgb = grassColor * ao;