I’m still on 4.15.1
I just noticed proceduraly distributed meshes using grass tool aren’t being culled properly.
For instance I set the End Cull Distance to 500 which means everything should fade out when 5 meters away, but it doesn’t.
And when I go much far beyond the End Cull Distance suddenly all instances fade out at once.
It behaves very inconsistent from one scenario to another. I’m still trying to pin point where it’s coming from to provide better repro steps before posting on AnswerHub.
Grass Tool isn’t culling the meshes properly. Meshes happen to appear/disappear in quads instead of appearing/disappearing individually.
This bug might be specific to some specific landscape sizes only i.e in my case 1009x1009.
Repro steps:
Create a landscape with the given settings as in the image.
I thought the individual culling should be done in the material itself. There’s the node for querying the actual culling distance, you can use that the smoothly mask out the grass.
I’m again having this issue where meshes do fade out fine in lit view but they’re still there for some distance after they are faded out. Can see it in shader complexity view. I’m using per instance fade of course. It seems like meshes stay there for some extra distance after being completely transparent, before being culled, which cause them to look that much red and white, which is hitting performance a lot.
I’d wager it’s just a bug in the complexity viewmode and that the meshes are just drawn in the early Z-pass and then the pixels are discarded from the actual shading process.
Bumping again because this issue still persists specifically with Grass Types. And when you mess around with the meshes LOD screen size, they start to appear at different locations in the scene. So it’s some sort of bug/issues with the screen size settings in the mesh, and the cull distance settings in the grass type. 4.22.3
I can’t comment on the culling issue.
The LOD shift might be a pivot issue, like the pivots on the LODs differ for some reason. I had to fix that a few times when I started learning to make my own grass from scratch.
It looks like correct culling distance only works with “sg.ViewDistanceQuality 3” or less. Setting it to 4 draw grass beyond culling distance and fill the whole landscape components