Vegetation
- Mesh의 중앙에서 vertex사이의 거리 이용.
- 작은것은 r채널만 이용해서 흔들거려도 될듯
r | the stiffness of leaves' edges |
g | per-leaf phase variation |
b | overall stiffness of the leaves |
a | precomputed ambient occlusion |
Ref
- https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-16-vegetation-procedural-animation-and-shading-crysis
- https://docs.unity3d.com/Packages/com.unity.polybrush@1.0/manual/modes_color.html
- https://blogs.unity3d.com/kr/2018/06/29/book-of-the-dead-quixel-wind-scene-building-and-content-optimization-tricks/
- https://blogs.unity3d.com/2018/08/07/shader-graph-updates-and-sample-project/