Creating Grass Renderer
So I'm creating a grass renderer. I've made it so you can't assign mesh and material and change size. With type grid, it creates a grid group with cell size and density per cell. Then it Ray Casts all the grass down when you press bake so that it can be on terrain. Also it uses "Graphics.DrawMeshInstanced" to render per cell. Its working really well and I've got some nice looking grass. Problem is after 500k it starts dipping in frame rate. I've tried distance from each cell and don't render if a certain distance and that saves work on the gpu but adds a ton to the cpu. So the frame rate doesn't change. I did the same thing with the Dot product so it culls grass out of view, but it has the same problem as distance. Any insight on how to cull grass performantly would be helpful! :)
Your answer
![](https://koobas.hobune.stream/wayback/20220613021809im_/https://answers.unity.com/themes/thub/images/avi.jpg)
Follow this Question
Related Questions
Running GI on a low end cpu 0 Answers
Why does my fps drop when objects are loaded? (Android) 0 Answers
Android Game Overheating Device? 2 Answers
Implementation of GPU Flocking? 0 Answers