I'm trying to write code (in any language) to render this 3D grid, matching the look and colors as closely as possible:
You can do it by only rendering a flat plane and then making a grid in fragment shader. This is actually a nice exercise.
To get these two color values, you can use color selector, which is available in any graphic software for example MS Paint
Some code hints:
vec2 coord = worldPos.xz / stepSize; //square size in world space vec2 frac = fract(coord); //fractional parts of squares //interpolation, grad is smoothness of line gradients vec2 mult = smoothstep(0.0, grad, frac) - smoothstep(1.0-grad, 1.0, frac); vec3 col = mix(col1, col2, mult.x * mult.y);
Make a tiling texture of a cross. When this texture repeats in all dimensions, it will make a grid-like pattern. Next render a ground plane as above and unwrap the texture on it with the appropriate tiling rate. Change the intensity of the color based on the dot product of the ground plane normal and the view direction to get the lighting/fade effect (you can experiment with different falloff functions and ranges).