Low Poly Wind Shader

Although low-poly art can be gorgeous, there is just something that is missing. Movement, fluidity. We need the landscape to feel alive although not intrusive. With that in mind, this package was created. It’s a simple wind shader for low-poly trees. Take a look.

FEATURE LIST

  • Control over vertex movement on all axes
  • Height Threshold
  • Trunk Color Recognition and Settings (Single Mesh)
  • Easy to swap shaders

ROADMAP

  • Global Wind Direction - QA Stage [as of 04/2018]
  • Tree Bending - Development Stage [as of 04/2017]

Trailer
__**https://www.youtube.com/watch?v=uOYZPXG7zJA**__

Feedback is appreciated

3 Likes

It looks really good!

How do you apply it to a tree? What are the requirements?

I feel like it will be somehow complicated to use the plugin, that has me confused.

All you need to do is go to your material, replace the shader that you are using with the Low Poly Wind shader and set the trunk colors using the eyedropper. Then, you can toy with the settings all you want.

Today, for demos, I had to do a 20 trunk color material and it took me around 5 minutes.

I just finished some demo videos with the support of LMHPoly who provided the assets. They look really nice. Stay tuned!

1 Like

VIDEO FEATURE LIST [MORE TO COME]

Control over vertex movement on all axes

https://www.youtube.com/watch?v=hqA2WTjDja4

Height Threshold

https://www.youtube.com/watch?v=3BVmxTYQSW0

Trunk Color Recognition and Settings (Single Mesh)

https://www.youtube.com/watch?v=JD3ye1l7G6s

Easy to swap shaders

https://www.youtube.com/watch?v=PHRgdFfIU_A

What do you think?

Teaser #1

https://www.youtube.com/watch?v=FK87IYDykac

Submitted to the asset store!
Official trailer:

https://www.youtube.com/watch?v=uOYZPXG7zJA

First tests with Global Direction for multiple shader instances (You can input euler angles!)

A Quick update on the Global Direction System. Sorry for the voice, i’m sick as of right now.

This feature will be included in v2.0

Is it available yet? I wasn’t able to find it in the asset store.

It was submitted on that day - it usually takes 3-4 weeks until it’s gets accepted and put up for sale on the store.

I’ll post a link here when it does.

Hey! I know it’s been a while but a couple things have happened.

The package was refused; unity wanted some better docs and a demos scene.

There were massive forest fires in Portugal, and i haven’t had internet in three/four weeks and i probably won’t have for a long time. Sorry for the delays

So sorry for the delays, but you can check out the package here:

I like the GUI of the tool!

Thanks! I believe it was actually one of your tweets that pointed me to the Toolbar function :slight_smile:

1 Like

20% Off Sale!

The pack will be on sale until the 8th of December.

If you’re interested, it’s the time to buy! Only $6.00

Hi!

I’ve tried using the tool in an Android build and this compile error pops up. There are twenty of them, each slightly different.

Shader error in ‘Low Poly/Low Poly Wind’: Program ‘vert_surf’, error X8000: D3D11 Internal Compiler Error: Invalid Bytecode: Incompatible min precision type for operand #1 of opcode #62 (counts are 1-based). Expected int or uint. (on gles3)

Compiling Vertex program with SHADOWS_DEPTH
Platform defines: UNITY_NO_DXT5nm UNITY_NO_RGBM UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_NO_CUBEMAP_ARRAY UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER SHADER_API_MOBILE UNITY_HARDWARE_TIER1 UNITY_COLORSPACE_GAMMA

Any ideas?

That’s weird; I’ve tested the asset on Android before and it worked just fine. I’ll see if i can replicate the errors this weekend. Have you altered anything on the original shader?

Thanks.

No, I haven’t altered it at all. I use it quite a lot, actually. It’s a beauty.

I did some more testing and no compile errors occur when installing the asset. It’s only when I build that the errors occur. It stops the build from succeeding.

I’ve tested building for android on 5.6.1 and no compile errors appear, it works fine. Could it be a version issue? Which one are you using? And if you could, try building using an empty project with only the asset to make sure that it isn’t something else.

Cheers

Any news on version 2.0?