Im looking for away to increase the grass distance, i searched around i can see alot off others are looking for a soulution too.
The max distance is 250 , and its too short.
Anyone have any suggestions here?
Maybe its possible too change the originale terrain script, where its set too 250 and change it too 1000?
You mean grass detail distance or fade length? whatever let it be if you want the player to see grass at a longer distance set “detail distance” and fade distance" in terrain settings tab : Unity - Manual: Terrain settings
However I wonder if there is any reason for doing that. Since past 250 you won’t see the grass detail anyway. Because AA makes it blurry anyway. But I can understand that for scenes when flying over with an airplane you want it to set higher because you might be not painting grass but billboard trees.
I have no clue if this is possible trough scripting, since the slider is limited, but maybe the functionality isn’t.
sry if my point was not clear enough. I already know how to max the grass detail distance, its set to 250 in terrain settings, wich is maximum.
What i want is a way to increase the limit, some how i know its possible. Or we can just hope maybe in the next unity update they change ot so we can set it to maybe from 250 too 1000 if the user want too.
-limit provided is already max! you’re trying to increase camera’s render and view limit
-you don’t want your game to lag on any hardware ever will be created
Unity Arc: I’m seriously very confused as to what you are trying to say here
As for the question: If you set the inspector to “Debug” mode (little icon next to the “lock” in the upper right corner of the panel), you can set values like the distance to whatever you want.
And so I must conclude that the distance can indeed be set to higher values, even though it will be set back to 250 as soon as you change the inspector back to “Normal” mode. But that shouldn’t matter in an actual build, as the slider is an inspector gui thingy, which has no say in a build. The person who programmed the terrain inspector simply just decided the slider should cover 0-250, even though the terrain system don’t care if the number is higher.
So change the inspector to “Debug”, set it to the distance you want, and build.
EDIT: You will kill most hardware, though, by a distance of >250 units, at least if you have a decent density. That is probably the point of “Unity arc” second complaint. If you can’t make the grass blend nicely with the ground color at, say, 100 units, you should work on that instead…
I know I am going to necro a half-decade old thread, but I wanted to drop some examples of when using Debug will be a benefit. I’m doing high-end rendering projects, and the trick of setting the inspector to Debug is a great hidden gem that still works on Unity 2017 LTS. While you get a massive performance hit in-game, when using system like Helios and Pegasus to capture frame-by-frame video this wont make an impact on the video itself. So while it will take significantly longer to render each frame, the video will look better in the end. This is a good trick if you are pre-rendering a cutscene, or making CG Backgrounds for video projects. However, there still is a point of diminishing returns; where the drastically increased time it takes to render items that aren’t captured in the frame anyways isn’t worth it. Playing with the settings will give you an idea of what will look best for individual scenes. Remember that this range setting is per-terrain. At 500, there is a significant difference in visual fidelity, yet at 5000 there is almost no discernible difference. That’s not to say if you were making a 4K render at 90FPS you wouldn’t notice at some point, but again it’s all about finding a balance for your scene. All of that said, absolutely do not do this for a game. The performance increase is not worth the visual increase; find a better way to blend your foliage into your ground texture.
Here are 3 examples to compare the cutoff range at 250, 500, and 5000 respectively, keep an eye on the yellow grass at the bottom of the hill for the best visual:
This was a simple terrain generation for comparison purposes, I didn’t actively try and blend the ground and the grass. Built in seconds with: Procedural Worlds’ Gaia and CTS, Backwoods Gaming Stamp Pack vol. 6 - Highlands, Turboscalpuer’s HQ Photographic Grass Pack vol. 1 and 2, Hendrick Haupt’s Enviro, David Miranda’s Fog Volume 3, MotuProprio’s Real Rock vol. 1 Unity’s Post Processing Stack
@Karagh Thank You So Much Bro. The Debug Method Works. Now i can change values according to my requirements. But there is still limitation in Play Mode.