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Step by step to dense vegetation and acceptable FPS. Mainly I focused on generating grass that bends in the wind and some fern like plants, but what comes next is usable for all kind of meshes. Batching means to combine mesh objects that share the same material or that are marked as static in the Unity inspector.
GLES2: Fixed mesh data access errors in GLES2 ( GH-40235 ). GLES3: Force depth prepass when using alpha prepass ( GH-39865 ). HTML5: More fixes, audio fallback, fixed FPS ( GH-40052 ). Sprite3D: Use mesh instead of immediate for drawing Sprite3D ( GH-39867 ). Build HTML5 templates with threads_enabled=yes to test it.
But if you’re creating a FPS game for example, or any other game from any genre, you’re going to use texture materials as well. Inside the main material editor, Right Click and search for lerp and select Linear Interpolate: As you can see the Lerp node has 3 pins: The Alpha pin controls the output of the Lerp node.
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