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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.

Two rows of buttons do most tuning for you.

Quality presets (top of the inspector)

PresetSets
Hero QualityChain depth 3, gust on, translucency on, detail maps on, detail 0.18, translucency 0.55
Mid DistanceChain 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.


PropertyDefaultWhat it does
Albedo AlphawhiteBase colour texture. Alpha drives the cutout.
Base ColorwhiteTint.
Alpha Cutoff0.45Alpha below this is discarded. Raise to thin out leaf cards, lower if edges disappear.
Normal MapbumpTangent-space normal. Needs mesh tangents — if it does nothing, check your importer.
Normal Scale1Strength.
Mask MapwhitePacked mask. Read according to Packed Mask Layout below.
Packed Mask Layout00 Unity MaskMap (R metallic, G AO, A smoothness) · 1 ORM · 2 ORT · 3 AO/Rough/Height. Normally set for you by the texture resolver.
Metallic0Used when no mask map supplies it.
Smoothness0.42Used when no mask map supplies it.
AO Intensity1How strongly ambient occlusion applies.
PropertyDefaultWhat it does
Use Direct SpecularonAdds a direct specular term.
Specular Strength0.6
Specular Tintwhite
PropertyDefaultWhat it does
Use Detail MapsonMaster toggle — turn off for distant foliage.
Detail AlbedograyDetail colour, tiled by its own scale/offset.
Detail NormalbumpDetail normal.
Detail Normal Scale0.35
Detail Strength0.18Blend amount.
Vertex Color Influence0How much baked vertex colour tints the surface.
Element Variation0.08Per-element brightness variation, so identical leaf cards do not look cloned.
PropertyDefaultWhat it does
Use Translucency And RimonMaster toggle for both effects below.
Translucency Colorsoft greenColour of light passing through leaves.
Translucency Strength0.55
Translucency Power2.2Higher = tighter to the light direction.
Rim Colorpale greenEdge light colour.
Rim Strength0.18
Rim Power3.5Higher = thinner rim.
PropertyDefaultWhat it does
Parent Chain Depth3The biggest performance lever. How many parent hops the shader replays. 3 = full inheritance; 1 = much cheaper, good for mid-distance; 0 = no inheritance.
Use GustonLarge-scale gusting.
Use Leaf FlutteronHigh-frequency leaf motion.
Inherited Parent Motion1How much of the parent’s motion a child inherits. Below 1 loosens the hierarchy.
Structural Fused Bend1Blends the fused structural bend.
PropertyDefaultWhat it does
Master Wind Strength0.45Overall motion.
Master Wind Speed1Overall rate.
World Wind Direction(1,0,0)World-space direction.
Extent Influence0.25How much an element’s swing arm scales its motion. Higher = long branches move much more than short ones.
Gust Strength0.25
Gust Scale0.22Spatial size of gusts.
Gust Speed0.65
Gust Front Scale0.15Per-instance gust travel. 0 = every tree gusts in unison; higher = gusts move across the world.
TierStrengthSpeedReads
Level 1 Trunk00.55Wind bucket 0
Level 2 Big Branch0.180.9Wind bucket 1
Level 3 Small Branch0.321.35Wind bucket 2
Level 4 Leaf0.582.4Wind bucket 3

Plus Level 4 Leaf Flutter (0.32) and Leaf Micro Flutter (0.025).

Level 1 ships at 0 deliberately — 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.

PropertyDefaultWhat it does
Debug ViewLit0 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 Scale0.18Scales position-based debug views.
Debug Displacement Scale4Scales the displacement view.

These are written by the bake and read by the shader. Changing them breaks the lookup and unrelated parts of the tree will animate.

PropertyWhat it is
Pivot Parent DataPivot position and packed parent / bucket / static data
Axis Extent DataForward axis and normalised swing arm
Element CountNumber of elements in the bake
Lookup UV ChannelWhich mesh UV channel carries the per-element lookup

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:

PropertyDefaultWhere to set it
Gust Detail1Wind Controller (0 = single-octave legacy gust, 1 = three-octave fractal)
Shelter Strength0.25Wind Controller — elements facing into the wind sway less
Lean Strength0.12Wind Controller — constant downwind lean
Bend Falloff1No UI. 1 = linear bow, 2 = whippy tips, 0 = rigid

HDRP additionally declares Use Main Light, Receive Shadows and Main Light Wrap without drawing them.


Used on the far LOD. Written by the impostor builder — only the last is worth touching.

PropertyDefaultNotes
Albedo Atlas / Normal Atlas—Written by capture
Frames8Views per axis. Written by capture
Card Size10World size. Written by capture
Alpha Cutoff0.4
Cell Inset2Texel inset to avoid atlas bleed
Ambient Boost1Brightens the card to match the lit mesh — the one you may want to tune
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