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)
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.
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’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
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?
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.