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DirectX 11 Grass Shader
DirectX 11 Grass Shader
  • General
    • DirectX 11 Grass Shader
    • Quick Start
    • Grass Renderer Components
      • Nature Mesh Filter
      • Grass Renderer
    • Material Settings
      • Shader Variants
      • Performance Settings
      • Visual Settings
  • Advanced Features
    • Grass Painter
    • Interaction System
    • CPU Fallback
      • How-To: Set up the grass fallback component
      • Texture Atlas Renderer Settings
      • Grass Fallback Renderer
    • Grass Texture Atlas Templates
    • Global Shader Variables
  • Guides
    • Performance Optimization
    • Improve Visuals
    • Fix Visual Artifacts
    • Virtual Reality
    • Render Pipelines
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  • Texture Atlas
  • Target Texture Size
  • Rows Per Grass Type
  • Dilation Steps
  • Grass Amount
  • Blades of grass
  • Density
  • Density Cutoff
  • Density Randomization

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  1. Advanced Features
  2. CPU Fallback

Texture Atlas Renderer Settings

These are the settings for the grass fallback preprocessor. It automatically creates a texture atlas from your grass material (taken from the Grass Renderer component).

Read the tooltips for more information on each setting. If you'd like to have more detailed explanations for one of the parameters, or for the tool in general, please use the contact form for your feedback!

The grass fallback and the grass shader aren't perfectly equivalent, so you'll have to do some fine-tuning yourself. The following settings are the most important ones for achieving this goal are the following:

Texture Atlas

Target Texture Size

Sets the size of the fallback texture. All density types will share this atlas, so the texture should be fairly large.

Rows Per Grass Type

How many variants of each grass type will be used? With one row this will be 4 variants, with two rows 8 variations. Higher values will cause more variations, but lower texture quality, per billboard.

Dilation Steps

Dilation works well for textures with very hard borders, e.g. full alpha where the grass is visible and zero alpha where the grass isn't. Textures with smooth borders can cause problems, so you should set dilation steps to 0.

Textures have a color value, even when the texture is transparent at this position. If the color is black, this can cause black borders around the texture, when mipmaps are used, or the alpha cutoff isn't set perfectly. Texture dilation takes the color of the texture and copies it into the transparent areas.

Grass Amount

Blades of grass

Probably the most important setting for visuals. This setting defines how many blades of grass will be rendered per billboard at full grass density. You can use this setting to match the fallback closer to the original shader.

Density

Density Cutoff

To prevent grass types with very low density from being rendered, adjust this setting. If one of the grass types is in areas where it shouldn't be, increase this value. If a type isn't rendered in an area for the grass fallback, decrease the cutoff value.

Density Randomization

In an area with equal density, this setting prevents the same texture being used for all billboards. If the setting is 0, the same density will lead to exactly the same billboard texture. If the setting is too high, grass density will no longer be accurate and densities will appear stronger or weaker than intended.

PreviousHow-To: Set up the grass fallback componentNextGrass Fallback Renderer

Last updated 7 months ago

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