Paints grass on terrain using layer’s maps as a mask. This generator can place detail meshes as well.
Mask - the overall map of grass density. For the mask pixels that have a value of 0 the grass is not planted, for the pixels that have a value of 1 grass is planted using the full density.
Obscure Layers toggle makes the grass behave the same way as Texture Output layers. If turned on for each new layer the grass quantity is blended using the layer opacity. If turned off all grass layers are set up independently.
A patch res parameter that applies to all of the layers. It specifies the size in pixels of each individually rendered grass patch. A larger number reduces draw calls, but might increase triangle count since detail patches are culled on a per batch basis. A recommended value is 16. If you use a very large detail object distance and your grass is very sparse, it makes sense to increase the value.
Each layer has the following properties:
Mode: determines whether it will be a standard grass, a billboard grass or a detail mesh
Grass is the default method to display grass using the static planes.
Billboard grass images will rotate so that they always face the camera.
Vertex Lit mode is used to place a detail meshes.
Object mode is used to place custom grass bushes with opacity.
Texture field (for the grass modes): a grass albedo (diffuse) texture
Object field (for the object/vertex lit mode): a detail mesh prefab
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.)
The alternating patches of grass are considered more “healthy” at the centres 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.)
Width and Height values specify the upper and lower limits of the size of the clumps of grass that are generated.