Blood Trail paired with GDScript logic that manages blood drop animations
Using a SubViewport and particle systems, it renders a ViewportTexture that is fed into the shader displacing the terrain where the particles are passing creating tracks behind the car
Bakes a splash image over the surface texture so the shader doesn't need to keep infinite elements drawn
Another grass shader. But prettier, optimized, and cartoon-looking
See the plug-in used to make this scene https://github.com/dip000/godot-landscaper