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# nring_foliage
Foliage and bark for the Nürburgring Drive Eifel forest. One shader draws a
whole tree mesh: vertex alpha 0 is bark, alpha above 0 is foliage (and how far
it sways with the engine wind).
Card levels (`textured = 1`): foliage is cut out of `foliage_texture` (branch
sprays / leaf clusters with alpha; the cutoff relaxes from `alpha_cutoff` to
`alpha_cutoff_far` over `cutoff_fade` metres because mips thin the alpha), bark
samples the tileable `bark_texture`, and a foliage vertex whose uv.y is 2 or
more is opaque crown core. Solid levels (`textured = 0`: proxies, far stands)
draw flat colours with a distance-faded value-noise breakup.
Every instance takes its own brightness and warm/cool shift from a hash of its
world origin, the baked vertex shade also darkens ambient so crowns read deep,
and foliage gets a weak, rough specular. Normals are authored bent outward from
the crown centre and are not flipped on back faces: draw two-sided (cull none)
and the cards shade as one volume. `lod_focus` / `lod_near` / `lod_far` give
each material a distance window that the forest's ForestDetail component moves
with the camera.
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backing path · art/forest/forest_spruce_l1.material
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/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor
+ quality × 0.35
+ performance × 0.25
± compat factor
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