Blade colour at the root (any CSS colour).
Blade height in metres. Any height works (lawns ~0.1, meadows ~0.5, tall grass 1–3).
Blade width at the base in metres.
Milliseconds per frame spent (re)building tiles, nearest first. Spreads work to avoid frame spikes.
Whether grass within shadowDistance casts shadows (needs a shadow-casting light).
0..1 how strongly blades gather into tufts that splay outwards.
Tuft diameter in metres.
0..1 per-blade brightness variation.
0..1 natural droop of blades when there is no wind.
Tints grass by LOD (red, yellow, green, blue) to help tune lods.
Blades per square metre at full density (LOD 0).
Coverage/height control texture; see GrassMap. null = grass everywhere.
0..1 random height spread per blade.
Global multiplier on how strongly interactors bend grass.
Up to 16 objects that push grass aside.
Exactly four levels of detail, ordered near → far.
Radius (metres) around the camera that has grass. Blades fade out over the last 15%.
Steepest terrain gradient (rise / run) that still grows grass. Infinity disables the check.
0..1 field-scale light/dark and dry patches.
Starting look; any GrassStyle field you pass overrides the preset's value.
Whether grass receives shadows.
Radius (metres) around the camera in which grass casts shadows. Shadows are costly: keep it small.
Higher = less wind/interaction bending.
Light used for back-lit translucency. null = first DirectionalLight found in the scene.
Edge length of a streaming tile in metres. Tiles are re-centred around the camera.
Blade colour at the tip (any CSS colour).
0..1 how much sunlight shines through blades when back-lit.
Detailed geometric blades, or lightweight view-facing billboard tufts.
0..1 random width spread per blade.
Procedural wind; see WindOptions.
Every setting of a Grass field. All are optional on input; see GrassInput.