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(1 edit)

For urp I did 

  • texture > alpha is transparency > filter point no filter (crisp psx)
  • extract and map materials from mesh
    • URP lit shader
    • surface opaque
    • render both sides (optional but some leaves are upside down)
    • aplha clipping ON! 
      • using transparent mat promotes z fighting in render resulting in weird look > has to be opaque with alpha clipping