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- Vertex wind animation: 3-layer displacement (trunk/branch/leaf) with quadratic height scaling so bases stay grounded - Shadow pass: matching vertex displacement split into foliage/non-foliage passes, removed UV-wiggle approach - Leaf subsurface scattering: warm backlit glow when looking toward sun - Per-instance color variation: hue/brightness from position hash via flat varying to avoid interpolation flicker - Canopy ambient occlusion: height-based darkening of tree interiors - Detail normal perturbation: UV-only procedural normals to break flat cards - Bayer 4x4 ordered dither replacing sin-hash noise for alpha edges - Foliage skips shadow map sampling and specular to prevent flicker from swaying geometry sampling unstable shadow/highlight values
5.2 KiB
5.2 KiB