Deceptively intricate, introducing the Toby Foliage Engine (TTFE) - the innovative single-pivot vegetation system that attempts to simulate multiple pivots per mesh, similar to Pivot Painter.Tested in Unity 2021.3.11f1+, 2022.3.1f1+, 2023.1.0f1+, 2023.2.14f1+, Unity 6 (6000.0.5f1), Unity 6 LTS ( 6000.0.23f1).(SRP 12+, 14+, 15+, 16+ and 17+) are supported.Optimized to perfection, The Toby Foliage Engine (TTFE) shaders provide a comprehensive solution for achieving realistic wind and plant shading. Its seamless integration and user-friendly interface make applying it to any mesh easy. There is no need to worry about conversion or any cumbersome steps as the shaders streamline this process.TTFE is an automatic feature that works in conjunction with PBR shading. The wind physics is affected by internal mesh-based vertex position volumes. You can control the size of your volume to mask out wind in your material settings. Similarly, you can modify the behavior of your wind through the material settings.Made entirely in the Amplify Shader Editor, these shaders offer fully customizable features and well-organized nodes that are easy to learn from.Try out the light version for free: Toby Foliage Engine - LightYou can purchase the art assets separately here: Vegetation Pack - Toby Foliage Engine Assets○ FeaturesTwo types of wind systems can be interchangeably used; "Gentle Breeze" and "Strong Wind". The global features such as wind and seasons can be adjusted using the "(TTFE) Global Controller".Automatic wind system and adjustable wind mask volumes (mask can be defined in the material settings).Trunk and branch bending system.Realistic wind behavior.Fast and performant, good optimization.Real-time season control Including random color and contrast.Self-shading (faux-mobile shading with additional vertex color features).Vertex ambient occlusion and self-occlusion.Accurate PBR shading.New and Innovative deferred translucency that gets automatically occluded in shadow by a feature called “Translucency Ao”. It works in built-in, URP, and HDRP (only additional to the diffusion profile in HDRP).Translucency Fluffiness (makes fuzzy-looking grass).Extra, Uber Cliff shader (tri-planar cliff shader with grass/snow coverage and correct edge slope angle, 3 layers).Amplify Shader functions.Seven example scenes.Original assets.Snow and winter control. (NEW)Additional Terrain shader that supports snow control. (Experimental NEW)All TTFE shaders now support the snow feature.○ Compatibility✓ TTFE supports various third-party terrain and vegetation tools like Gaia and Nature Renderer. (Tested with Nature Renderer)○⚑ Limitations🞫 TTFE is designed to work with instancing, static batching is not supported.🞫 TTFE is slightly more expensive for mobile but can be optimized by removing features.🞫 Shader Model 4.5+ capable devices are required (Desktop / High-End Mobile).🞫 While Mobile is supported, the scenes are intended for performance testing and will not be suitable for mobile devices (performance-intensive scenes).🞫 Only the latest Unity (LTS) versions are officially supported.⚑ Due to the employed method, visible stretching may occur in the trunk and branches. Adjust the material settings until the desired outcome is achieved.⚑ The TTFE feature is functional without the implementation of vertex colors. However, green vertex color is necessary for the "flutter feature" to work on leaves. Grass does not require any vertex colors.⚑ TTFE is not a perfect alternative and may not produce results identical to those of Pivot Painter. The wind only relies on a single point of rotation!!⚑ Performance Intensive Scenes! The demo scenes were created to test the performance of the TTFE shaders, which can be compared with other shaders or used for testing. For lower-end devices, you can set the "LOD bias to 1" in your "Preferences -> Quality settings".⚑ Global Controller Notice! It has been observed that moving sliders with the global controller in a larger scene might appear laggy if using a large amount of Unity prefabs. It is worth noting that this issue might be resolved in the future and can now be avoided by using the shaders with terrain trees and terrain details. TTFE has improved integration with the terrain system so using the terrain to paint plants is recommended.⚑ Global Controller and Terrain Shader! TTFE is currently designed to work with foliage and mesh shaders. It also includes a terrain shader still in development, so the global controller doesn't support the snow feature on terrain yet but you can manually adjust the snow.⚑ Setting your prefabs to static will break the shader due to lack of support for static batching. If you want to bake lighting, first bake and then uncheck "static" after you're finished.○⚑ Requirements⚑ When using prefabs as terrain trees and terrain details! For the global controller to work with the default Unity terrain or TTFE terrain, there must be at least one prefab mesh of each material in the scene so the terrain can instance it. If there is no object, the controller will not function.○ FeedbackFor questions follow the Unity forum thread or contact me via email:florianalexandru05@gmail.comSupport Forum ThreadOnline Documentation○ Polycount and texture specifications*(Triangles counting only LOD0) This list only presents a small example of a few meshes.Cliffs and rocks:CliffRockGCATA_A: 8609 triangles.CliffRockGCATA_B: 8480 triangles.CliffRockGCATA_C: 7424 triangles.CliffRockGCATA_D: 2840 triangles.CliffRockGCATA_E: 2072 triangles.CliffRockGCATA_F: 338 triangles.CliffRockGCATA_H: 228 triangles.CliffRockGCATA_H: 228 triangles.Props:IrregularStones: Under 600 triangles.Other Props: Under 1000 triangles.Vegetation:Various grasses: Under 2000 triangles (per clump).Various Bushes: Under 4000 to 700 triangles.Trees:*Notice! These assets are very dense and are considered mid(low poly) at lod0.JuniperGCATA_B: 39849 triangles.JuniperGCATA_F: 27521 triangles.JuniperGCATA_G: 24516 triangles.JuniperOldGCATA_A: 36523 triangles.JuniperOldGCATA_B: 29531 triangles.ShrubTrees: Under 13000 to 7000.Textures- Texture sizes: 4096 x 4096px (the majority of the texture atlases); 2048 x 2048px, 1024 x 1024px, 512 x 512px, 256 x 256px (tile textures, smaller texture atlases, particles, and splats).- Texture formats: "Tif" (if available), "Png" (all albedo, normal maps, height maps, and gloss/ao maps).Standard metalness shader workflow. Merged maps for the metalness/AO/Gloss.Metalness/ao/gloss" (MAG) are saved as transparent png textures.Other informationRigging: NoAnimation count: 0UV mapping: YesLOD information: 4 LODSTypes of materials and texture maps: PBR