I was trying to optimize my grass for a long time and I was not worried about frustum culling because was thinking unity does it already, untill I rotated my camera to the sky and saw that a million verts were still being rendered…
I also am observing no obvious signs of frustum culling on Unity Terrains in 2022.3 using HDRP. I turn off a bunch of terrains (just the component, leaving collider enabled) that are not in frustum and my performance skyrockets.
I’m using URP instead of HDRP, but as long as you have your terrain and terrain details set up to use “Instance Count Mode” then it shouldn’t draw more terrain details than necessary.