These SubGraphs shaders were made for my personal projects in Unity3D. Mostly to get the picture perfect foliage.
Mostly used for foliage to get soft-shading looking. This is full normal reconstruction(Expensive).
A normal facing reconstruction to face the direction of a camera(Expensive).
e.g : For Trunks/branches, or to get stylized flat lighting on object that always facing the camera.
The most awesome trick to hide glancing angels on a fooliage leave planes to produce a very smooth fooliage based on Ben Cloward's UnrealEngine shader ported to Unity (Super-Mega-Expensive)
e.g : Perfectly shaped soft-shading foliage. Anime style foliage or fluffy tree
A hue-shifted color variation based on it's world position. The smooth transition between colors are based on the min/max range in degree angle (the smaller, the softer).
Custom sphere-shaped occlusion to add volumes to foliage based on Ben Cloward's UnrealEngine shader ported to Unity's ShaderGraph.
A trunk wind sway based on world origin of a mesh. Requires UV0 at the bottom-center (common for trees/foliage).