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terrain documentation on details. \n\nDetail meshes have some specific requirements
for shaders. First, because of the high number of these meshes used on the
terrain, we have to make their shaders as fast and efficient as possible.
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work in the vertex shader instead of the pixel shader. And second, because
these meshes stop rendering and pop out at a specific distance, we have to
use a method to dissolve them out to prevent the harsh pop and make it less
obvious that they\u2019re being removed.\n\nIn each of the shaders, you\u2019ll
see the Distance Mask or Distance Cutoff node used to create a mask that
dissolves away the mesh at a distance before the mesh stops rendering."
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value: The fern shader uses a color, normal, and mask texture to define the
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AO close to the ground. As with the other detail shaders, we also dissolve
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a variation of the fern shader - so it has similar features. The main difference
is that it has been adapted to only use one texture sample to reduce both
texture memory usage and shader cost. The texture has the normal X and Y
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