I was responsible for the majority of the base materials for foliage used throughout Gears 5. I maintained the feature set and worked with our environment artists to solve a variety of issues. We started with Speedtree and built a custom wind solution and custom set of base materials.
Some of the included features:
Variable wind animation throughout CPU driven category changes.
Per asset (per category) wind animation tuning.
Leaf color tinting, with localized transition colors.
Material based fake sub-surface scattering and ambient occlusion.
Leaf distance alpha erosion for overdraw performance.
Detail texture maps.
Localized bending from character and vehicle interactions.
Frozen Foliage Material: