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Grass Setup

Plant grass on your Terrain in just a few steps. Everything is controlled from a single place, the ZLZ_Env Dashboard, and one scene can hold many grass types at once.

Showcase Grass Grow One-Click

Showcase Grass Custom Paint

Setup Steps

GrassSetup

  1. Place the Dashboard: add ZLZ_Env Dashboard to the root of your environment (above all ground meshes). Every mesh under it appears in the panel with an On/Off switch.
  2. Choose where to plant: tick on the meshes you want grass to grow on.
  3. Source: choose where grass grows across the mesh.
    • Uniform: grass covers the whole mesh.
    • Painted (Mask): grass grows only where you have painted the ground, following the ground material’s Texture Paint. For example, if the ground is painted with a grass zone and a sand zone, grass grows only in the grass zone and stays off the sand.
  4. Grass Type: pick or create a Grass Type. Ready-made presets are included:
    • 5 grass types
    • 4 lying flower types
    • 1 standing flower type in 4 colors
    • or create your own Grass Type
  5. Grow All: press Grow All and the grass is generated from your settings.
  6. Paint more (optional): press Grow All first, then drag the mouse across the ground to paint extra grass by hand.

Creating Your Own Grass Type

Create_GrassType

  • Press Create New on the Grass Type field in the Dashboard.
  • The new file is created at Assets/ZLZ_EnvironmentShader/Grass/Types/ZLZ_GrassType.asset.
  • Every setting can be edited directly on the Grass Type:
  • Material: the material for this grass or flower (each asset has a live preview so you can tell them apart).
  • Meshes: the mesh(es) for LOD 0. You can add several, and one is picked at random per tuft.
  • Far Mesh: the mesh for LOD 1 (the far field). Leave it empty to use the full LOD 0 mesh at every distance.
  • Density (per m2): how densely this type is planted per square metre. Higher means thicker grass.
  • Max Tufts: a safety cap on this type’s count, so grass can never explode on a very large surface.
  • Size Min: the smallest size for this grass or flower.
  • Size Max: the largest size. Each tuft gets a random size between Min and Max.
  • Height Offset: sinks or raises the base of the grass or flower. Use a small negative value to push the base into the ground so blades do not float.
  • Clustering: higher values make grass and flowers gather into patches (0 = an even scatter, like normal grass). When Clustering is on, a Patch Size slider appears to set how wide each patch is.

Where Is Grass Data Stored

GrassSetup

Grass is stored in ZLZ_EnvGrassData, located at Assets/ZLZ_EnvironmentShader/Baked/GrassData/.

  • One Grass Data file works with one Dashboard only. Growing again with the same Grass Data overwrites the previous data immediately.
  • Press New to create a fresh Grass Data file yourself.