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Place grass and foliage just everywhere in your game – be it on top of the terrain or any arbitrary mesh – and take advantage of procedural bending and physically based shading.
Make your vegetation react to any game object's movement using touch bending, get nicely lit grass and plants or just benefit from the most beautiful fading billboards you have ever seen in unity ;-)
Version 5.0 takes advantage of the new rendering features introduced with Unity 5.4.0 and supports instancing on foliage and trees.
Lighting is physically based driven by Unity's BRDF and supports deferred translucency.
The shaders need DX11 or OpenGLCore. DX9 or OpenGL are only partly supported.

Documentation | Official Thread

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Foliage Shaders
• Physically based shading including translucency
• Fully deferred rendering support
• Instancing
• Procedural wind animations and touch bending
• Support for GI, non directional, directional and specular directional lightmaps
• Physically based wetness
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Grass Shaders
• Procedural wind animations
• Slope aware lighting and translucency
• Full deferred rendering support
• SH ambient lighting and GI
• Lightmapping
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Tree Creator Shaders
• Physically based shading including translucency
• Full deferred rendering support
• Instancing
• Improved bending
• Smooth fading towards billboards including faded wind animations and lighting
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Billboard Shaders
• Camera aligned billboards
• SH ambient lighting

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Compatibility
AFS ships with its own deferred lighting shader based on Lux, but it also supports Alloy's and UBER's deferred lighting.
Read more

Advanced Foliage Shaders v.5

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