You may also want to curve the normals outwards based on uv.x in the frag stage if you are trying to get more of a 3d look on your blades like in the image. At a far distance you may have super aliased specular highlights so consider blending to the terrain normal as you go further out. I found these resources quite helpful when working on my GPU-driven grass system, if you haven’t already seen them:
- Ghost of Tsushima Grass GDC Talk: https://www.youtube.com/watch?v=Ibe1JBF5i5Y
- Bezier Grass Tutorial Part 2 (Normals): https://www.youtube.com/watch?v=YxE9yN9uOXU