
Simple yet intricate, TTFEL’s single-pivot system mimics multi-pivot foliage motion, inspired by Pivot Painter.Tested in Unity 2021.3.11+, 2022.3+, 2023.1+, 2023.2 (U6)+, 6.2+, Unity 6 Beta ( 6000.3.0b2).(SRP 12+, 14+, 15+, 16+ and 17+) are supported.Unity 6.3 beta is functional but not officially supported.* Default pipeline in use: Built-in. For URP and HDRP conversion, please install the necessary packages from the "Pipelines" folder!Bring your game worlds to life with the Toby Foliage Engine - Light (TTFEL), a streamlined shader solution for creating stunning, wind-swept foliage.TTFEL delivers optimized, realistic wind and plant shading through user-friendly, Amplify Shader Editor-crafted shaders. Seamlessly integrating with PBR shading, it uses mesh-based vertex position volumes for dynamic wind effects, customizable via material settings. There is no need for complex conversion steps, as the shaders streamline the process.⚑ LimitationsThe Light version offers essential features with a single wind type. Amplify shader functions are unavailable, requiring code-based shader access. Upgrade to the full version for all features: The Toby Foliage Engine 2.0Limited to the Gentle Breeze wind type; Strong Wind is available in the full version.Static batching and GPU instancing are not supported (GPU instancing requires third-party tools).Only the latest LTS Unity versions are officially supported.Global Controller settings may experience latency in larger scenes, mitigated by using the Unity terrain system.Amplify Shader functions are unavailable; shader access requires code-based editing.Wind and season sliders may lag in larger scenes.Vegetation assets sold separately: Vegetation Pack - Toby Foliage Engine Assets○ FeaturesGentle Breeze wind type with realistic behavior.Adjustable global wind and season settings via the (TTFE) Global Controller.Basic branch and trunk bending.Real-time season control with random color variation.PBR shading with faux-mobile self-shading.Cutting-edge deferred translucency system with Translucency AO for automatic shadow occlusion.Supports Built-in, URP, and HDRP (including diffusion profile in HDRP).Specular backface occlusion.Translucency fluffiness for fuzzy grass (HDRP only).Simple Cliff Masked shader.Three example scenes.Original assets.🞫 Unavailable Features (Full Version Only)Strong Wind type for enhanced realism (Dual wind system).Rotate wind direction effortlessly using an intuitive controller gizmo.Advanced trunk and branch bending.Full real-time season control with snow and wetness.Full terrain integration with the global controller.Vertex color support for self-shading.Amplify Shader functions.Debug vertex colors and wind mask visualization.Additional shaders, including "Uber Cliff shader", mesh shaders, cloth, and more.Mobile-friendly shader versions.Expanded shading and wind settings.Dynamic Wind Interaction that supports player and physics-based interactions with plants, including cloth physics for natural movement.Additional cloth options.Complete example scenes from promotional videos.○⚑ Build RequirementPlease move the "drawer" files in the "editor" folder for the build to compile!!○⚑ Attention!The Toby Foliage Engine - Light employs a method without global variables, which may cause latency when adjusting wind and season settings in real-time for very large scenes.Allow time for the Global Controller to compile shaders upon scene loading. Consider buying the full version to access all its features and capabilities.○ FeedbackFor questions, follow the Unity Discussions thread or contact me via email:florianalexandru05@gmail.comSupport Discussions ThreadOnline Documentation○ Polycount and Texture Specifications(Triangles counted for LOD0 only. This list provides a small sample of select meshes.)Vegetation:Vegetation:Various grasses: Under 2,000 triangles (per clump)Various bushes: 700–4,000 trianglesShrubBush_B: 2,748 trianglesShrubBush_C: 3,215 trianglesShrubTree_C: 6,048 trianglesShrubTree(NR)_D: 10,703 trianglesTexturesTexture sizes: 4096 x 4096px (most texture atlases); 2048 x 2048px, 1024 x 1024px, 512 x 512px, 256 x 256px (tile textures, smaller texture atlases, particles, and splats)Texture formats: TIFF (if available), PNG (all albedo, normal, height, and gloss/AO maps)Standard metalness shader workflow. Merged maps for metalness/AO/gloss.Metalness/AO/gloss (MAG) saved as transparent PNG textures.Other InformationRigging: NoneAnimation count: 0UV mapping: YesLOD information: 4 LODsTypes of materials and texture maps: PBR