09-09-2019, 08:09 AM
(08-09-2019, 04:04 AM)JordanSliz Wrote: Does this system replace the vertex displacement shaders of the tree object? Or displace it on top of the existing shader?
Neither. It skins the mesh to a bone hierarchy. This happens in the CPU, before any shaders kick in.
(08-09-2019, 04:04 AM)JordanSliz Wrote: Seems like something I could manage with quality settings and LODs to control physics near to player only. What do you mean by "simple repulsive forces against spheres"; is this a feature of Speedtrees?
When I said "simple repulsive forces against spheres", I was referring to a very commonly used way of approaching procedural animation using the vertex shader. In unity they're implemented as spherical wind zones:
https://docs.unity3d.com/Manual/terrain-WindZones.html