There's a subtle wind effect that's only really noticeable up close. Many games have way exaggerated wind effects even when it's not stormy weather, but that doesn't look right in VR.

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Here's the custom shader (right) versus the standard shader (left). The key for me was to avoid the strong contrast between under and oversides of polygons, and instead shade based on which direction leaves are facing compared to the whole tree and to their cluster of leaves.

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There are much more advanced techniques that what I worked out here. But this tree I got from the Asset Store has no special information built into the mesh or its textures. The challenge was to work with what I've got and get something nice out of it anyway.

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