Hello Nahiro, thank you so much for your support, my friend! 🙏
If you’d like to discuss a business proposal, feel free to reach out to me anytime at holomindstudios@gmail.com.
I’ll be happy to talk!
Hi! Just a quick update 😊
I’ve released a new update both on itch.io and the Asset Store, adding the wind effect directly to the G5Lit shader. You can find it in the Advanced Options of the default pipeline material (G5Lit):
If you enable the Wind override, the shader will use the advanced sliders to control the wind effect directly.
If you disable it, the material will automatically use the wind settings from the Terrain instead.
This gives you full control, depending on whether you want per-material customization or global terrain-driven wind. Let me know if you have any questions or feedback — happy to help! 🙌

Just a heads up, the Asset Store can take 1 to 3 days to approve the update, but if you want to test and use it, you can use the version available here on Itch, it's version v2.0.2.
https://holomind.itch.io/gen5toolkit/devlog/1375101/changelog-v202
Hi Nahiro! First of all, thank you again so much for the support, you've made my day again haha! 😄❤️
In the current Gen5 Render Pipeline, dynamic (realtime) shadow casting isn’t supported. That’s an intentional limitation to keep the pipeline lightweight and consistent with the retro rendering style. Shadows are available via baking only. Objects need to be static and you need to enable Baked Lighting Enabled in the default pipeline material (G5Lit)
If you want realtime shadows (dynamic) in the future, I can look into adding that for sure!
Hope that helps!
Thank you so much for the kind words, I’m really glad you’re enjoying the kit! 🙌
I’ll add your request to the asset, and it should be available in an update by Friday at the latest.
If possible, leaving a review on the Asset Store would help a lot — it really makes a difference.
Thanks again for the support! ❤️
Thanks for the question and for purchasing the toolkit! I double‑checked the docs.
The “wind effects” mentioned in the docs are implemented, but only for Terrain grass details (the built‑in grass / billboard details). Those use the G5WavingGrass shaders, which include a procedural wind/wave animation. Detail meshes (painted as meshes) use a different shader (G5TerrainDetail), and that shader doesn’t include any sway logic — so there’s no place to “enable” it right now.
You’re absolutely right that the docs don’t clarify where the effect applies; I’ll update the documentation to make it explicit that it applies to Terrain grass details, not mesh details.
If you’d like, I can implement sway in the mesh detail shader as well (so painted meshes move similarly). Just let me know and I can add it as a request.
Hi rick0!
Good to know you managed to solve the first issue! :D As for the second one, I believe I’ve fixed it in the new version 1.0.4 that I uploaded to the package page.
Basically, as you mentioned, the pipeline didn’t support UI Masking because it cleared the stencil buffer, but I think that was implemented specifically for WebGL.
In this new version I added the option “Preserve Stencil Before UI Rendering” in the Camera Volume, and now it should work as expected. In my tests I was able to reproduce the effect and the UI Masking worked properly. Can you check if it solves the issue for you?
Check this print:

Thanks again for the feedback!
Hi rick0!
Thank you very much for purchasing the Gen5 Toolkit and for your feedback! May I ask which Unity version you’re using? Meanwhile, here are some workarounds you can try:
Problem 1: World Space UI not being occluded Try disabling depth buffer clearing: Scene Volume Profile > Camera Volume > disable “Is Clear Depth Before UI Enabled”. This preserves the depth buffer before UI rendering, allowing proper occlusion. Let me know if it works.
Problem 2: Masks not working with “Screen Space - Camera” You can try using multiple canvases — one in Screen Space - Overlay (using masks) and another in Screen Space - Camera (using shaders). If that doesn’t work for your case, you can test a custom shader that preserves the stencil buffer, like this one:
Shader "Custom/UI-ScreenSpaceCamera"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
[HideInInspector] _RendererColor ("RendererColor", Color) = (1,1,1,1)
[HideInInspector] _Flip ("Flip", Vector) = (1,1,1,1)
[HideInInspector] _AlphaTex ("External Alpha", 2D) = "white" {}
[HideInInspector] _EnableExternalAlpha ("Enable External Alpha", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex SpriteVert
#pragma fragment SpriteFrag
#pragma target 2.0
#pragma multi_compile_instancing
#pragma multi_compile_local _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#include "UnitySprites.cginc"
ENDCG
}
}
}
If none of these solve the issue, just let me know and I’ll test it on my side and implement a fix as soon as possible :D Thanks again for the support and your patience!
Best regards, Holomind
Hello!
Thank you so much for your kind words and for choosing my assets for your next game! 😊
I really appreciate your suggestions. I will definitely add that. Additionally, I'll make sure to export the assets in the .glb format too.
I'm planning to release an update with these new items and the .glb format til July 12th.