Fluffy stylized trees tutorial, using quadmesh-to-billboards shader in Unity
Here's a tutorial describing the process of using a quadmesh-to-billboards approach for making foliage, and how you set up the content for it to work in your own projects. This approach offers a streamlined way to make fluffy trees without too much of a complex setup. Once the shader is working, it can easily be applied to any mesh that is unwrapped in a specific way! I'm using Unity and Amplify Shader for this, but it can be translated to other shader graph applications. Here's the setup if you're doing this in Unity 2020.2 Shader Graph using URP: https://i.imgur.com/PFJbHsE.png If you're using an older version of Unity Shader Graph, use this setup: https://i.imgur.com/xZoPHVQ.png Here's how you set it up in Unreal Engine 4: https://i.imgur.com/1KE5meG.png If you wish to take a look at the projects I'm working on, I post my progress on my twitter usually: / pomp_my_ride Thanks for checking it out, and I hope you find this tutorial helpful! Chapters: 00:00 - Intro 01:31 - Model setup 03:32 - Subdivision approach 06:39 - ZBrush approach 09:15 - Shader preparations 10:27 - Camera-facing shader 24:22 - Material properties 34:55 - Additional shader functionality 42:32 - Conclusion

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