Unity Terrain grass objects is being rendered as chunks

Hi, I’m trying to render some mesh grass on a terrain, it works well except for the part when I move away, large chunks of grasses gets culled instead of individual grasses close to the player, and what I mean by that is, I want culled grasses to appear individually as the player moves close like in most games like muck, arma, I tried looking into different options and third party assets but no luck, also if ur recommending me to use the unity’s detail grass texture, what I want is meshes not billboards >_< so that’s not an option for me

my problem:
p3

There are two things going on at the same time here, which can make it a bit confusing:

  1. The way the details are populated is a mix of the Detail Resolution Per Patch and Detail Resolution settings. Detail Resolution controls how finely you will be managing the population of details; for example if you have a detail resolution of 1000 it means your terrain will be divided up into a grid of 1000x1000 boxes which each contain somewhere between 0 and Detail Resolution Per Patch individual instances. The total potential instances is Detail Resolution x Detail Resolution x Detail Resolution Per Patch.
  2. There’s the Detail Distance setting. If the center of one of the boxes above is closer than Detail Distance you’ll get the whole box; if it’s farther, nothing will draw.

What this means is that for visible instances (within Detail Distance) you get boxes of varying size and density which will draw or not as a unit. If you have bigger boxes (ie, a lower Detail Resolution) you see a very stair-stepped draw in; if you have smaller boxes the draw in is less obvious – but if you don’t turn down the Detail Resolution Per Patch you will run the risk of having way too many instances. Very low Detail Resolution Per Patch will mean you get fewer gradations of falloff within the “box”.

What most folks do to minimize the problem is to fade out the details using a shader – typically, a dithered alpha test because alpha blend is quite expensive with so many items – so that the grass gradually disappears in the distance before it hits the detail draw limit. The old Terrain Samples projects on the asset store illustrates this technique: If you looks carefully you can see a fringe in the distance where the detail grass is dithering out and also slightly color blending to match the underlying terrain, helping to disguise the transition.

if you are using details, you can change the detail distance in the terrain settings in the inspector window, if you are using trees then your prefab will contain the lod and culling distance, if neither of these help please tell me how you are rendering the grass. Also, I suggest youy make the grass the same color as the ground this way when you do cull it (you have to cull it at some point due to performance) the culling wouldnt be so dramatic.

hi thx for replying and I’m coming in a little late, >_< my bad, have been doing some other stuff, so in summary detail objects get rendered like those chunks in minecraft, so I should use a shader with dithering like in some games I see to achieve the effect I want, cool! :grinning:, will try this out, and again thanks for replying and for the detail explanation :saluting_face:

I’m kinda familiar with these as I did a little experimenting, I’m currently using the details feature in the terrain to render my grass and yea the grass could use some tweaking to match the terrain color, will work on that, but as a solution I’m gonna go with @SteveTheodore’s approach to use a shader, from what I know that dithering effect, I have seen the same approach being used in some games Ive played