UnityEQ Pivot Painter Lab
Shader reference
Every artist-facing property on Hero Foliage Lit (Built-In, URP and HDRP — identical except where noted). Defaults are what a freshly generated material ships with.
Presets
Section titled “Presets”Two rows of buttons do most tuning for you.
Quality presets (top of the inspector)
| Preset | Sets |
|---|---|
| Hero Quality | Chain depth 3, gust on, translucency on, detail maps on, detail 0.18, translucency 0.55 |
| Mid Distance | Chain depth 1, gust off, translucency off, detail off |
Wind presets (inside the Wind section)Calm · Hero · Storm · Background. Background also forces chain depth 1
and turns gust off.
Start from a preset, then adjust.
Surface
Section titled “Surface”| Property | Default | What it does |
|---|---|---|
| Albedo Alpha | white | Base colour texture. Alpha drives the cutout. |
| Base Color | white | Tint. |
| Alpha Cutoff | 0.45 | Alpha below this is discarded. Raise to thin out leaf cards, lower if edges disappear. |
| Normal Map | bump | Tangent-space normal. Needs mesh tangents — if it does nothing, check your importer. |
| Normal Scale | 1 | Strength. |
| Mask Map | white | Packed mask. Read according to Packed Mask Layout below. |
| Packed Mask Layout | 0 | 0 Unity MaskMap (R metallic, G AO, A smoothness) · 1 ORM · 2 ORT · 3 AO/Rough/Height. Normally set for you by the texture resolver. |
| Metallic | 0 | Used when no mask map supplies it. |
| Smoothness | 0.42 | Used when no mask map supplies it. |
| AO Intensity | 1 | How strongly ambient occlusion applies. |
Direct Specular — HDRP only
Section titled “Direct Specular — HDRP only”| Property | Default | What it does |
|---|---|---|
| Use Direct Specular | on | Adds a direct specular term. |
| Specular Strength | 0.6 | |
| Specular Tint | white |
Detail and Variation
Section titled “Detail and Variation”| Property | Default | What it does |
|---|---|---|
| Use Detail Maps | on | Master toggle — turn off for distant foliage. |
| Detail Albedo | gray | Detail colour, tiled by its own scale/offset. |
| Detail Normal | bump | Detail normal. |
| Detail Normal Scale | 0.35 | |
| Detail Strength | 0.18 | Blend amount. |
| Vertex Color Influence | 0 | How much baked vertex colour tints the surface. |
| Element Variation | 0.08 | Per-element brightness variation, so identical leaf cards do not look cloned. |
Leaf Lighting
Section titled “Leaf Lighting”| Property | Default | What it does |
|---|---|---|
| Use Translucency And Rim | on | Master toggle for both effects below. |
| Translucency Color | soft green | Colour of light passing through leaves. |
| Translucency Strength | 0.55 | |
| Translucency Power | 2.2 | Higher = tighter to the light direction. |
| Rim Color | pale green | Edge light colour. |
| Rim Strength | 0.18 | |
| Rim Power | 3.5 | Higher = thinner rim. |
Quality — the performance section
Section titled “Quality — the performance section”| Property | Default | What it does |
|---|---|---|
| Parent Chain Depth | 3 | The biggest performance lever. How many parent hops the shader replays. 3 = full inheritance; 1 = much cheaper, good for mid-distance; 0 = no inheritance. |
| Use Gust | on | Large-scale gusting. |
| Use Leaf Flutter | on | High-frequency leaf motion. |
| Inherited Parent Motion | 1 | How much of the parent’s motion a child inherits. Below 1 loosens the hierarchy. |
| Structural Fused Bend | 1 | Blends the fused structural bend. |
| Property | Default | What it does |
|---|---|---|
| Master Wind Strength | 0.45 | Overall motion. |
| Master Wind Speed | 1 | Overall rate. |
| World Wind Direction | (1,0,0) | World-space direction. |
| Extent Influence | 0.25 | How much an element’s swing arm scales its motion. Higher = long branches move much more than short ones. |
| Gust Strength | 0.25 | |
| Gust Scale | 0.22 | Spatial size of gusts. |
| Gust Speed | 0.65 | |
| Gust Front Scale | 0.15 | Per-instance gust travel. 0 = every tree gusts in unison; higher = gusts move across the world. |
The four tiers
Section titled “The four tiers”| Tier | Strength | Speed | Reads |
|---|---|---|---|
| Level 1 Trunk | 0 | 0.55 | Wind bucket 0 |
| Level 2 Big Branch | 0.18 | 0.9 | Wind bucket 1 |
| Level 3 Small Branch | 0.32 | 1.35 | Wind bucket 2 |
| Level 4 Leaf | 0.58 | 2.4 | Wind bucket 3 |
Plus Level 4 Leaf Flutter (0.32) and Leaf Micro Flutter (0.025).
Level 1 ships at
0deliberately — a swaying trunk reads as wrong on most trees. Raise it only when you want visible trunk bend.
Each tier reads the wind bucket, not the hierarchy level. See the manual’s Concepts section for the distinction.
| Property | Default | What it does |
|---|---|---|
| Debug View | Lit | 0 Lit · 1 Hierarchy Level · 2 Static Mask · 3 Element Color · 4 Parent Element · 5 Axis · 6 Extent · 7 Pivot Position · 8 Parent Pivot · 9 Wind Displacement |
| Debug Position Scale | 0.18 | Scales position-based debug views. |
| Debug Displacement Scale | 4 | Scales the displacement view. |
Bake payload — do not hand-edit
Section titled “Bake payload — do not hand-edit”These are written by the bake and read by the shader. Changing them breaks the lookup and unrelated parts of the tree will animate.
| Property | What it is |
|---|---|
| Pivot Parent Data | Pivot position and packed parent / bucket / static data |
| Axis Extent Data | Forward axis and normalised swing arm |
| Element Count | Number of elements in the bake |
| Lookup UV Channel | Which mesh UV channel carries the per-element lookup |
Properties without a material UI
Section titled “Properties without a material UI”Four wind-character properties exist on the shader but are not drawn in the material inspector. Three of them are exposed on the Wind Controller component, which is the intended way to tune them:
| Property | Default | Where to set it |
|---|---|---|
| Gust Detail | 1 | Wind Controller (0 = single-octave legacy gust, 1 = three-octave fractal) |
| Shelter Strength | 0.25 | Wind Controller — elements facing into the wind sway less |
| Lean Strength | 0.12 | Wind Controller — constant downwind lean |
| Bend Falloff | 1 | No UI. 1 = linear bow, 2 = whippy tips, 0 = rigid |
HDRP additionally declares Use Main Light, Receive Shadows and
Main Light Wrap without drawing them.
Impostor Card shader
Section titled “Impostor Card shader”Used on the far LOD. Written by the impostor builder — only the last is worth touching.
| Property | Default | Notes |
|---|---|---|
| Albedo Atlas / Normal Atlas | — | Written by capture |
| Frames | 8 | Views per axis. Written by capture |
| Card Size | 10 | World size. Written by capture |
| Alpha Cutoff | 0.4 | |
| Cell Inset | 2 | Texel inset to avoid atlas bleed |
| Ambient Boost | 1 | Brightens the card to match the lit mesh — the one you may want to tune |
Opens our feedback form in a new tab with the tool name pre-filled.