I’ve been trying to make pixelized Grass with the Terrain Tool in Unity for some Time now.
But it seems like the shader for the Grass overwrites the texture filtering mode to billinear or trillinear. Meaning it will always have perfectly smooth edges on the grass. The whole game has a low poly/pixel style so the round grass sticks out.
I think the solution is to overwrite the shader of the grass. I know how to download the original
shader code. From what I’ve found out just dropping the shader into the asset folder should be enough
to overwrite it. But when I import the wavingGrass.shader I get this error:
"Shader Warning in ‘Universal Render Pipeline/Autodesk Interactive[…]’: ‘Meta Vertex Position’ implict trunication of vector type at Packages/com.unity.render-pipelines.universal[…]Varyings.hlsl(72) (on3d11)
Also changing the code doesn’t change the grass (I’ve hit the refresh button in the terrain tool).
This could be because I’m using URP and I imagine that the shaders are build for LWRP.
Can someone tell me how to properly overwrite the right shaders or tell me an easier way of changing the grasses filter mode to point filter?