Table of Contents

Foliage Renormalizer Utility


The Foliage Renormalizer Utility is the main component you add to your foliage. This page documents every section of its inspector. For step-by-step workflows, see the Guides.

The component is editor-only. Nothing it stores makes it into a player build, and removing it has no runtime effect. If you no longer want the renormalized result, click Restore Original Mesh before removing the component.

Mesh Save Paths

Where generated meshes are written. Stored in Editor Prefs and shared across all instances in the project.

Option Description
Use Source Mesh Asset Path? Save generated meshes next to the source mesh instead of the explicit paths below.
Proxy Mesh Save Path Folder for generated proxy meshes.
Foliage Mesh Save Path Folder for generated (renormalized) foliage meshes.

Shared Settings

Option Description
Target Renderer The renderer used as the source for proxy generation. Should be the leaf mesh, and LOD 0 if using LODs. Auto-assigned on single-mesh GameObjects. See First Steps.
Target MeshFilter (Read-only) The mesh filter resolved from the target renderer.
Material / Submesh Selector Choose which submeshes are included. Excluded submeshes don't receive new normals but still receive AO. See First Steps.
Grass Mode Switches between the Grass Mode and General Mode workflows.

Grass Mode Panel

Shown when Grass Mode is enabled. See the Grass Mode guide.

Option Description
Apply Current Rotation Bakes the transform rotation into the mesh and resets the transform to identity. Useful for terrain details.
Enable AO Baker Toggles the height-based ground AO bake.
Vertex Color Channel Channel (R/G/B/A) the AO is written into.
Ground AO Start / End Height Height range (as a percentage of bounds) over which AO fades from dark to none.
Ground AO Darkening Amount Strength of the darkening at the base.
Generate New Mesh Generates the renormalized grass mesh.
Restore Original Mesh Reverts to the original mesh (toggles with the last generated mesh).

Proxy Mesh Generation Settings

Shown in General Mode. See Proxy Mesh Generation.

Option Range Default Description
SDF Resolution 8–256 128 Detail retained in the proxy mesh. Higher = tighter, less padding.
Tightness 0–1 0.7 0 = convex hull, 1 = surface-hugging. Reduce if air pockets appear.
SDF Blur Iterations 0–5 5 Blur passes on the SDF. Higher = smoother output.
Advanced > Weld Vertices On Merge coincident vertices in the proxy.
Advanced > Weld Epsilon 1e-4 Distance threshold for welding.
Generate Proxy Mesh Builds the proxy mesh.
Show Proxy Mesh Toggles a Scene-view preview of the proxy (with a normals material).

Foliage Remesher

The normal transfer and AO bake stage in General Mode. See Normal Transfer & AO Bake.

Option Range Default Description
Foliage (receives) (Read-only) The mesh receiving new normals.
Proxy (source) (Read-only) The generated proxy supplying normals.
Debug Render Normals? Off Visualize vertex normals in the Scene. See Debug Tools.
Enable Normal Transfer On Transfer proxy normals onto the foliage.
Proxy Normal Influence 0–1 1.0 Blend toward the proxy normal.
Normal Upward Bias 0–1 0.25 Blend the result toward world up.
Vertex Color Channel R/G/B/A G Channel the AO is written into.
Debug Render Vertex Color None/R/G/B/A None Preview a vertex color channel in the Scene.
Enable SDF AO Baker On Bake occlusion from depth inside the proxy.
AO Minimum Distance 0–0.5 0.02 Distance below which there is no AO.
AO Maximum Distance 0–0.5 0.375 Distance at which AO is maximum.
AO Darkening Amount 0–1 0.8 AO strength at/beyond max distance.
Ground-Distance AO > Enable Off Optional second AO pass based on height.
Ground-Distance AO > Start / End Height 0–1 0 / 0.5 Height range over which AO fades.
Ground-Distance AO > Darkening Amount 0–1 0.8 Strength of the ground AO at the base.
Generate New Mesh Generates the renormalized foliage mesh (requires a proxy mesh first).
Restore Original Mesh Reverts to the original mesh (toggles with the last generated mesh).

Dependent Proxy Stealer Settings

Lists and manages Proxy Stealer components on child renderers. See the Proxy Stealers guide.

Mesh References

Field Description
Original Foliage Mesh (Read-only) The preserved original mesh, used by Restore.
Remeshed Foliage Mesh (Read-only) The most recently generated mesh.