I’m once again looking into the problem of getting trees to look decent in the distance by using octahedral impostors which support shadows and intersections. Problem is, I really need custom shading to make the tree foliage look nice, but then I also have to make impostor versions of those shaders, but also, the foliage and bark doesn’t use the same shader, and argh, everything is so complex.
I'm using Amplify Impostors and have been debugging how it bakes the impostors. If I bake with a shader that uses the Standard lighting model, the bake can find a Deferred pass in the shader and the impostor textures (normal/depth and albedo) come out fine. If I change the shader to use a custom lighting function, the bake can no longer find a Deferred pass, and the normal/depth and albedo impostor textures come out with bogus data.