How to paint grass in HDRP

Ok so i know the paint detail terrain isn’t supported in HDRP atm but is there any way of actually painting grass details to the terrain? If so, someone please explain how. Thank you.

You can create prefab of grass, with LOD and all that, and draw it like the trees. There is no other options for now.

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Grab this on the asset store: HDRP_TreesAndFoliage, has all you need.

That asset has a wind effect shader that works with HDRP nicely, and if you know how, you can use that shader on anything, i mean anything… tree trunks, leaves, grass, objects, etc.

You can add grass as a tree and paint it that way, but I’m currently using the Nature Renderer Asset from the asset store which allows me to add a nature renderer component to the terrain and add the grass material in through there and then adding it in through the normal grass painting it lets me paint grass again. I am noticing a performance hit doing it this way though and I’m on an 1800X, Vega 64 GPU, and 64GB DDR4 system, sooo may not be a good way for folks with more mid-range systems. It’s kind of hacky, but those are the only two ways I know of since Unity enjoys not fixing their crippled systems because they’re too busy working on DOTs implementations.

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Totally agree. I just pre-optimize my assets (grass, trees, etc.), and use the tree placer manually. The performance was better, than if i used Gaia, or any other assets for terrain details.

I just don’t get how grass/terrain details is a missing feature in HDRP when it’s supposedly “production ready”. Good luck if you want to make high quality terrains in hdrp without hacks or buying shit in the asset store.

are you serious ,not supported? This is such a basic feature:(

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Grass mesh and terrain is still very heavy especially on HDRP.
Be sure to utilise everything in your arsenal.
-mixing mesh and billboard
-Map design corridors for good occlusion culling.
-shadow control
-Vert count
-gpu instance your materials
-DONT mark for batching ( in some cases) static flag CAN double objects and thus increase run time costs
-small meshes into larger ones then culling the rest (via script)
Detail density
Terrain optimization too especially distance view, pixel error, detail resolution and patch resolution.

Your best 3rd party details support for Unity at the moment would be

Nature Renderer - Visual Design Cafe
It support procedural instancing Very straight forward plugin and play mostly.

Vegetation Studio/pro - Awesome Technologies
A DOTs / Burst supported plugin that allows for instancing indirect rendering with placement masking and biome support (also works on trees)

I read the Vegetation Studio pro has massive memory leaks problems. I omitted that due to that, so take that into consideration.

god i hate unity.

Grass painting is there in 2021.2 and above versions…

yes but everything runs slower in 2021 and above versions for some reason, so much so that its unusable