
Geometry Shader
-
The geometry Shader will generate blades of grass at each point of a height map to sit on the surface of the landscape.
-
The grass properties can be altered by the user at run time to allow for grass to only appear within a range of heights.

Formula based waves
-
The waves of the water are based on a formula that's carried out in the vertex shader at run time.
-
As the vertex shader is executed within the GPU additional controllable variables are sent to the buffer so that the waves can be manipulated at run time.

Dynamic Tessellation
-
Dynamic tessellation is carried out based on the distance between the vertex to the camera. This means the closer a vertex is to the camera the higher the tessellation multiplier will be applied.
As the surface receives more vertexes the correct texture coordinates need to be calculated, so that the images are shown correctly.