I’ve added some small grass textures to a terrain – max/min width and height set to .1, since they are actually small spring flowers – but I’m having two problem:
They have a much shorter draw distance than other grasses. Very noticeable when moving around.
Once I increased the terrain’s wind speed from zero to one, each grass instance has a weird flicker – even on the more distant which are not otherwise rendering.
This is on Unity 4.7.2 (project is stuck there due to lack of a few necessary features in Unity 5).
On the flower texture, I selected and deleted that top-right area of each layer in Photoshop, and in the alpha channel, so there are definitely no pixels there.
Do you have multiple foliage setup for this test? It’s not on the flower texture that it’s showing that white piece, its the other foliage texture in the atlas. You have to pad the top/bottom of each foliage texture so when it’s atlased, it’s not having UV issues.
I thought of that and tried disabling mipmaps on the texture, no better. But here’s a comparison of textured and wireframes – yes, the flowers are there in wireframe view, but not rendering. Hmm, so what does that mean?