# Quadmesh Billboard Shader not working with instanced foliage.

**URL:** <https://forums.unrealengine.com/t/quadmesh-billboard-shader-not-working-with-instanced-foliage/210544>\
**Category:** Rendering\
**Tags:** unreal-engine\
**Created:** [March 15, 2021, 5:26am UTC](https://forums.unrealengine.com/t/quadmesh-billboard-shader-not-working-with-instanced-foliage/210544 "2021-03-15T05:26:34Z")\
**Posts on this page:** 1\
**Showing post:** 40

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**Author:** ![kaidawai](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@kaidawai](https://forums.unrealengine.com/u/kaidawai)\
**Post date:** [September 10, 2025, 11:04am UTC](https://forums.unrealengine.com/t/quadmesh-billboard-shader-not-working-with-instanced-foliage/210544/40 "2025-09-10T11:04:09Z")

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As there seem still to be a lot of folks looking for a solution to this.  
I put a solution into [Camera facing foliage for trees via material - #12 by kaidawai](https://forums.unrealengine.com/t/camera-facing-foliage-for-trees-via-material/479427/12)  
The short answer is:

- There is no “offset problem”. Offset is fine. wrongish guesses brought this up.
- Pontius Karlsson does a **partial** Billbording by stretching the faces parallel to the camera.
- Unity has meter units whereas Unreal has cm so stretching by 1 unit has way more impact in unity(factor 100).
- early normalization destroyes the wanted form of a square and runs into division by zero. Pontius Karlsson did not do that and it breaks everything.
- billboarding by streching means, the model needs to be crafted that streching gives the desired effect(smaller faces).
- relationship between face size and uv/texture square size defines how much billboarding is done.

you find a solution for 100% billbording using Pontius Karlssons approach with a working shader: [Camera facing foliage for trees via material - #12 by kaidawai](https://forums.unrealengine.com/t/camera-facing-foliage-for-trees-via-material/479427/12)

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