thanks. I use alphatesting in this case to be a bit faster, and because they need to be set to OVERLAY when a bit under water, because of the refraction view of the water shader.
once I will rework my grassing methods, for example I want to modify their ambient due to terrain lightmap colour, and a procedurall grass mesh generation is also a plan. in this particular case, probably the grass texture should be modified a bit, it is too contrastous. by setting material colours I got very good results easily, but it had some disadvanageous effect when using a day-night cycle.
but currently the gui rework is the first, it goes well laugh


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