How would I like grass? Low-poly Mesh in the unit?
I have looked at the following:
- Object2Terrain: I do not use the terrain system built into Unity because I choose a low poly art style. I tried to convert my terrain grid object to terrain using Object2Terrain. This removes the sharp edges of the terrain as Unity uses a height map to optimize it.
- PolyMesh: From the beginning I knew that this approach would not work. I knew that rendering so many stitches at once would be incredibly inefficient. I tried anyway, and to no surprise, it was very careless.
- particle systemAccording to what I've read, this should work well to randomly spread grass across the net. However, I want some control when placing grass. I followed this tutorial image as suggested in a comment on this question about Reddit, but could never achieve the desired result. Nevertheless, I would like to have control over the placement of the grass and have therefore moved to a different approach.
- shader: I have no experience whatsoever in creating (or even using) shaders, and that's pretty daunting to me. I read that this is the most efficient approach, but I did not understand how it means I can pull grass onto a net. In the same Reddit post linked above, "UpstairsCurrency" was so nice to link to the source code (here), but I want to understand what happens? I'm reluctant to say that I do not even know how to put it into my project at all. Would be happy to read about sources to understand what's going on!
Thanks a lot!