Version 3.02 is available!
Version 3.02 is now available – including physically based shading, physically based wetness, image based ambient lighting, advanced multi touch bending, ground lighting and enhanced billboarding for terrain trees
The advanced foliage shaders gives you the possibility to use all modern features of vegetation shading on imported, handmade models – be it on top of the terrain or any other arbitrary geometry.
Watch the shaders in action
all shaders: http://dl.dropboxusercontent.com/u/2…demoscene.html
touch bending: http://dl.dropboxusercontent.com/u/2…nding_202.html
ground lighting and manually placed grass objects: https://dl.dropboxusercontent.com/u/…dlighting.html
tree and billboard shaders: https://dl.dropboxusercontent.com/u/…reeShader.html
Get them here
Key Features
- Optimized for performance: Just 1 material per object = 1 draw call. Support for static and dynamic batching, occlusion and layer based culling as well as LODs. Combine Meshes statically or at runtime to increase performance and draw whole clusters of plants within a single draw call.
- Unmatched visual quality: The shader not only enhances the visual quality of plants manually placed as game objects but also to your plants placed within the built in terrain engine. Plants are added as detail meshes and support all lighting features except from casting shadows.
- Some more realism: Apply touch bending to any plant placed as single game objects to let it interact with your player and npcs.
- Easily setup your models following the step by step instructions.
Simply paint your plants on top of the terrain or any arbitrary geometry
Make sure you get the free “Geometry Brush AFS” tool: a very nice and handy tool that will help you to manually place any game object onto any terrain or geometry – originally posted by Matt McDonald, Owner, Chief Creative Officer and President of Heavy Water, www.heavyh2o.com, but optimized for the use with the advanced terrain shaders.
https://dl.dropboxusercontent.com/u/...1.unitypackage
Changelog (version 2.04)
Enhanced billboarding for terrain trees.
Place terrain trees even on arbitrary meshes and benefit from the built in billboarding
AFS Foliage Tool improved.
Changelog (version 2.03)
Enhanced wind animations.
Get much more variety when using the AFS Combine Children script - like bending according to the instance’s size.
AFS Foliage Tool improved.
Changelog (version 2.02)
Improved Touch Bending.
Advanced Grass shader added.
Advanced Foliage Shader supporting ground based lighting added.
Changelog (version 2.01)
Improved Wind Variation.
Fixed: Specular Power now also works on plants placed within the terrain engine
Changelog (version 2.0)
Touch bending added.
Improved wind bending.
Specular power added to simulate wet effects.
Minor fixes and enhancements.
Old demo (version 1.0)
http://bit.ly/K0osHC
The old demo shows some other plant models like maple sapplings, blackberry bushes, weed and nettles all rendered with the advanced foliage shader (both: placed as single game objects and placed within the terrain engine) next to the new grass shader which allows even complex geometry without any restrictions in uv mapping.
lars
Hotfix for version 3.01
(or upgrade to version 3.02)
if grass disappears on your terrain (which happens if you have multiple terrains or move the one you have from 0,0,0 to any other position) you unfortunately will have to edit and fix the the “AfsWavingGrassTerrainEngine v3” shader:
find:
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color;
o.Albedo = c.rgb;
and replace it with:
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb * IN.color.rgb;
not perfect but it will make the grass show up again.
next version will come with a “real” fix.
Attached Images