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Grass and Detail Meshes, what do we need for texture/prefab?

Discussion in 'World Building' started by bitinn, Jan 13, 2020.

  1. bitinn

    bitinn

    Joined:
    Aug 20, 2016
    Posts:
    961
    I am surprised the doc don't mention at all what we need to do to prepare textures and prefabs for grass rendering.

    https://docs.unity3d.com/Manual/terrain-Grass.html

    Since Paint Tree tool affects Nav Mesh (it marks the terrain un-walkable; unless we use the Nav Mesh Components from GitHub, which I believe have some extra options), the only proper way to add walkable grass is to use Paint Detail tool, but they are limited to 2 hidden shaders from TerrainEngine folder.

    It would be great to know:

    - What texture does the billboard shader expect? Black-and-white?
    - What structure does the detail prefab need? Must be a MeshRenderer/MeshFilter at the root object?

    It seems LOD/Multi-materials are not supported, but the doc didn't mention them in any way.

    Please share if you have the knowledge!
     
  2. Skotrap7

    Skotrap7

    Joined:
    May 24, 2018
    Posts:
    125
    +1 I'd love to know this too
     
  3. Voodoocado

    Voodoocado

    Joined:
    Aug 19, 2018
    Posts:
    11
    I'm also searching for the answer to this!

    It seems there has been a change in the required structure of prefabs for detail meshes over time. Because the 2018 Grass Pack asset from the store no longer works, which contains LOD groups in the prefab. I never used it before, but I would assume it was working ok at some point. But in 2020, it seems the mesh must be placed directly at the root?