Hello persons, so I'm trying to achive ghibli or breath of the wild style grass using only generated texture nodes, (ie not image textures, math) and that much is turning out okay. However the issue I'm currently stumped on are the grass shadows.
To achieve toon-like / watercolor-like grass it has to be shadeless as to not cast shadows on itself, but I also want objects like trees and people to cast shadows on the grass as well. As much as I looked, I couldn't find a way to keep the grass from casting on itself, but also allow it to receive shadows (or something comparable) from other objects.
^ As you can see in this provided image, the result from the front (left image) appears as I would want it to look, however the moment you view the grass from an angle facing away from the light source (right image,) it's made apparent the grass is casting shadows upon itself, making the whole thing appear dark. I'm looking for a way to prevent the grass from casting a shadow onto itself, but allowing other objects like a cube to cast shadows on the grass.
Misc details: Running real time in Eevee. Currently rendering particles as paths (not objects,) texture is plugged into an emmisive material node to achieve simple toon effect, so it isn't a diffuse material; the current shadow effect is instead just a color hue shift determined by a Diffuse > RGB to Shader > Color Ramp > Mix RGB (fac) mask. However as explained, it isn't solving my issue at hand.
Any advice or attempt help is much appreciated, thank you.