How to make plane as tree leaf (2 side plane) like in GTA Vice City?

I’m really interesting in GTA Vice City tree style (just 2 plane for all the tree leaf). Thus I want to remake this palm tree: [119640-palmvc.zip|119640]. When I put this fbx into Unity, I can see that Unity renders 2 side of the plane, (but it doesn’t perfect, you can see the glass-like on the leaf → the plane isn’t completely transparent)
119643-vicecityunity.png
But when I try to remake this tree, my tree can’t archive 2-side-plane.
My Tree

So I have 2 issues:

  1. How to make a 2-side-plane for leaf? I tried to find that secret in the file PalmVc.fbx (check the link PalmVc.zip above), but I haven’t found out.

  2. How to remove the glass-like on the leaf plane: Make the plane completely transparent?

Thanks for reading :slight_smile:

This is due to shader problem . So i say ,go to asset store and download double sided shader by ciconio studios . And after u place ur png image on the plane , a material is generated automtically , go to the material and change the shader to ciconio double sided transparent cutout.

There you go your problem is solved.

If you intend no wind Animation on your tree this shader should work fine…

Shader "CustomShaders/DiffuseCutout" {
Properties {
    _Cutoff("Alpha Cutout",Range(0,1)) = 0.15
    _Color ("Main Color", Color) = (1,1,1,1)
    _MainTex ("Base (RGB)", 2D) = "white" {}
    _BumpMap ("Normalmap", 2D) = "bump" {}
}

SubShader {
    Tags { "RenderType"="Opaque" }
    LOD 400
    Cull off

CGPROGRAM
#pragma surface surf Lambert addshadow

sampler2D _MainTex;
sampler2D _BumpMap;
fixed4 _Color;
fixed _Cutoff;

struct Input {
    float2 uv_MainTex;
    float2 uv_BumpMap;
};

void surf (Input IN, inout SurfaceOutput o) {
    fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
    o.Albedo = c.rgb;
    o.Alpha = c.a;
    o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
    clip(tex2D(_MainTex, IN.uv_MainTex).a * c.a - _Cutoff);

}
ENDCG
}

FallBack "Legacy Shaders/Transparent/Cutout/BumpedDiffuse"
}

I know i’m late, but you can actually just go to the materials folder, inspect the material of the palm tree, then click the shader, click Particles > Standard Surface, then click Double Sided