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We have pebble meshes that are added everywhere, including under the water. We have broad-leaf nettle plants that are added around the edges of the water in the dirt areas. We have ferns (3 variations) that are added just above the nettle in the transition between dirt and grass, and we have clover that is added in between the ferns and the grass. For the grass, we have three different meshes that each fade out at a different distance from the camera to soften the fade-out so that it doesn\u2019t happen all at once. The most dense grass is only visible at 10 meters from the camera to improve performance. The three different grass layers are painted somewhat randomly with all three layers being applied where the terrain grass material is most dense and the most sparse grass being painted around the edges.\r\n\r\nTo save on performance, our terrain is set to fade out the detail meshes at 30 meters. This allows us to achieve a nice density of meshes up close and then get rid of them further away where they\u2019re not as visible. We hide the transition by dither fading the meshes in the shader before the 30 meter point so there\u2019s not popping.\r\n \n" objectReference: {fileID: 0} m_RemovedComponents: [] m_RemovedGameObjects: [] m_AddedGameObjects: [] m_AddedComponents: [] m_SourcePrefab: {fileID: 100100000, guid: c4058e53767c32445a7b7cb7c5bc3dad, type: 3} --- !u!4 &8238880412239631815 stripped Transform: m_CorrespondingSourceObject: {fileID: 4702955764361932724, guid: c4058e53767c32445a7b7cb7c5bc3dad, type: 3} m_PrefabInstance: {fileID: 3680042658855434867} m_PrefabAsset: {fileID: 0}