[TL;DR: a completely new approach to simulating camouflage using transparency instead of sinking into the ground.]
The grass layer has always been subject of much discussion in the community. For those who do not know what it is:
Grass layer attempts to simulate Persons being hidden by surrounding Grass and Brush, by making them sink into the ground less or more depending on the amount of Grass on the spot they are hiding on. This causes a couple of problems, such as a discrepancy between observed enemy body and the position of the parts that can actually be struck by fire. The camo is also inconsistent in this way, and can completely obscure even persons who usually would be perfectly visible.
This is why am putting forward this Idea:
Assign a Camo value to a Unit via config. Assign corresponding Camo-value checks to different types of ground (based on the clutter spawned thereupon).
At a distance, make the Unit appear more or less transparent based on the average of clutter within 25 meters. Transparency decreases to 0 when the Unit moves fast, and is halved when moving slowly in upright or crouched. Transparency increases and decreases depending on height of stance. Transparency increases only outside of a set distance, depending on their camo value.
Below I am laying out my Idea of how this could work.