I got Terrain Composer (love it) and am adding grass/brush/etc details to my lake. I’m finding that when the water (Water4Example Simple) is on, the frame rate drops in one test scene from over 1000 down to only 8. The profiler shows it happening in Camera.Render->Culling->…PlanarReflection…->Terrain.Details.BuildPatchMesh which jumps to 121ms as soon as I turn on the water. So it would appear to be caused by Unity doing something major there with reflections even if the water isn’t visible to the camera. Is there any way around this? Is it possible to get Unity to skip the detail stuff when rendering the water reflections?
The grass detail looks fantastic as done by Terrain Composer, but seeing as I’m doing a boat simulator I can’t really use it because I need water in the scene, obviously.
Here’s a test scene with the water removed. When the water is turned on in this the frame rate drops to something like 1 or 2, all due to that Terrain.Details.BuildPatchMesh() call that doesn’t exist without the water.