At its core, a "Real Grass" feature needs a high-quality library of assets.
Use a mix of individual 3D blades and "grass clumps" (crossed planes or low-poly meshes) to balance visual density with performance. 2. Procedural Scattering System
A manual "drag-and-drop" approach is too slow for large environments. Develop a system to scatter grass procedurally.
At its core, a "Real Grass" feature needs a high-quality library of assets.
Use a mix of individual 3D blades and "grass clumps" (crossed planes or low-poly meshes) to balance visual density with performance. 2. Procedural Scattering System
A manual "drag-and-drop" approach is too slow for large environments. Develop a system to scatter grass procedurally.