GRASS SHADER CREATION PART 02
In this video I add Hue Saturation Value nodes to both the Translucent and Principled BSDF branches, exposing each independently in the node group so the light-through color and the surface color can be adjusted separately. I clean up unused sockets for a tidier group, then combine both branches through a shared “global” Hue Saturation node so they can also be adjusted together. To get true per-blade color variation, I add a Map Range node fed by an Object Info’s Random per Island output (via a Geometry node set to Random Per Island), which remaps the hue value into a wider, adjustable range using exposed min/max sockets. The result is a shader where every blade of grass can get its own subtle, randomized color shift, giving the whole patch a much more natural, varied look.