The author explores the challenges and complexities of creating a high-quality texture-based grid shader in real-time rendering. They discuss the limitations and issues with existing grid shaders, focusing on perspective thickness, aliasing, MoirĂ© patterns, and line fading in the distance. The author experiments with different techniques, including the filtered pulsetrain and box filtered grid functions, to address these challenges. They ultimately develop a phone-wire anti-aliasing technique that effectively maintains line thickness and eliminates aliasing, creating a visually pleasing grid shader with perspective and minimal interference. The author’s in-depth analysis and innovative solutions offer valuable insights into shader development.
https://bgolus.medium.com/the-best-darn-grid-shader-yet-727f9278b9d8