It doesn't look too hard to implement, doesn't alter the rendering pipeline, and the effect looks really good. The only down-side is that it requires quite a fast GPU, but it totally kicks the crap out of my mesh-based grass for draw distance, (not for realism though)
I thought I'd post this here in case it inspires someone to implement a nice free version
It does look pretty cool from a shallow angle, obviously from above it's pretty terrible but most uses of grass will be from a shallow angle i guess...
Although if you're walking through it then you would see it from above as well if you looked near your feet... Maybe you could do some extra calculations so if it's a deep angle you're looking at then it would render differently...
It looks cool - maybe we can use the ground's normal vector to make the grass semi-transparent depending on your angle of view. Speaking of normal-vectors, is it even possible to implement on a curved surface (ie. not flat)?
Ok I updated the demo. I fixed the grid lines thing by disabling mipmaps on the "grassblades" image and I also added the choice for per-pixel lighting and how many ray-passes.
color-changing where the texture starts freaking out (and that moves and changes when you move the camera), but the highlight is the console is absolutely wigging out with that error something like every frame!