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Grass system?
I have been trying to make a grass system for about a week with no really good results. Here is the problems I got with it:
The Shuriken Particle system does not allow changing of the mesh it is emitted from. This is a problem because the terrain is a mesh generated at run time. So that isn't an option.
The Shuriken Particle system mesh that are emitted is just laying flat on the ground. So the rotation of the particles are wrong, they need to be rotated 90 degrees on the x-axis, but the Shuriken particle system doesn't allow a one time rotation of the particles.
Or
The Legacy particle system isn't able to emit meshes. This is needed because the shader I have receives shadows from one direction, but billboards rotate based on the players position, so the shadows on the grass is based on which directions the player is placed.
I can't get the Legacy particle system to work. Saying this I mean that the particles are small pink particles and the grass's position isn't right.
If anybody have any solutions to one or more of the questions I would be really happy.
Answer by drudiverse · Oct 18, 2014 at 08:26 PM
if you put your images of grass onto quads, you can make arrays of then every n + noise random vertices, and then you can use a billboard transparent shader, or rotate all the ones in view to the player. particles into grass is probably more difficult it's a good idea to read some examples and see the asset store for all teh grass work.
$$anonymous$$y terrain is a mesh which is only 50*50 vertices, isn't it gonna look weird for placing, and how would I place them instantiating 10000 meshes or something wouldn't be very efficient.
Answer by Sethhalocat · Oct 18, 2014 at 09:12 PM
Not to be mean or come out annoying but what I do for a grass system is use a terrain or art the terrain script the the object I want to have grass and then add grass. Hope this helps :)
I use a mesh as my terrain to gain a terrain I wasn't able to get using the built in unity terrain. So I can't use the built-in system either.