Output generator, paints grass on terrain using layer’s maps as a mask. This generator can place detail meshes as well.
Properties:
The grass layer parameters are similar to the standard terrain grass and detail properties
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Mode: determines whether it will be a standard grass, a billboard grass or a detail mesh
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Grass is the default method to display grass using the static planes.
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Billboard grass images will rotate so that they always face the camera.
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Mesh Vertex Lit mode is used to place a detail meshes (does not support opacity).
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Mesh Unlit mode is used to place custom unlit grass bushes with opacity.
Mode: Grass, Billboard, Mesh Vertex Lit, Mesh Unlit
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Texture field (for the grass modes): a grass albedo (diffuse) texture
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Object field (for the mesh unlit/vertex lit mode): a detail mesh prefab
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Density: number of objects for current grass type
Density: 0.1, 0.3, 1, 2
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Dry/Healthy colors: The alternating patches of grass are considered more “healthy” at the centers than at the edges and the Healthy/Dry Color settings show the health of grass clumps by their color. (Tech note: the noise is actually generated using Perlin noise; the noise spread refers to the scaling applied between the x, y position on the terrain and the noise image.)
White dry yellow healthy, red dry yellow healthy, red dry green healthy
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Width and Height values specify the upper and lower limits of the size of the clumps of grass that are generated.
Height: 1-1, Width: 1-1, 2-2, 3-3, 1-3
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The Noise spread value controls the approximate size of the alternating patches, with higher values indicating more variation within a given area. (Tech note: the noise is actually generated using Perlin noise; the noise spread refers to the scaling applied between the x,y position on the terrain and the noise image.)
Dry/Health colors spread with different noise values: 0.02, 0.1, 0.2, 1
Out level: selects whether this output should be applied to main or draft detail level.
- Draft: applied only for draft (preview) terrains. Useful if you have the other output with more complex graph thread that is applied to main terrain level.
- Main: applied for main high-resolution chunks only. Some outputs like Grass do not need their effect to be applied for draft tiles, so it's recommended to use them in Main output level.
- Both: the output is applied both for draft and main tiles.