Probably. I've had a look at the Fresnel Ramp material in Blender with the Asobo exporter. It doesn't seem to be any different from a Standard MSFS material at least from the setup of the material. So I don't even know if it will work. This is out of my area of experience so I'm really just speculating. What I'd do is create a single planed tree and put them in a circle all pointed inward and then sit in the middle of that circle and adjust the time of day. This is effectively what I think the MSFS trees are doing with their fresnel ramps. Just pointing a single plane towards the user. If the circle of trees worked then you'd at least know that the shading worked then you've just need to figure out the fresnel ramp.
I found it interesting to correlate this possibility with what Autodesk has to say here:
https://knowledge.autodesk.com/supp...022F69B8-B1A3-46A3-9917-0D9CBDBB6733-htm.html
"The
Ramp Shader is a material (shader) that you can use for extra control over the way color changes with light and the view angle. You can simulate a variety of exotic materials and tweak traditional shading in subtle ways.
All the color-related attributes in the Ramp Shader are controlled by ramps (gradients). Graphs let you avoid complex shading networks by making certain looks, like toon shading, easier to achieve.
You can set the many attributes of the Ramp Shader to control the appearance of objects.
Each color entry in a ramp has a circular color handle above the ramp, and a square color icon below the ramp. The active color has a white border around its color handle and icon.
See
Set attributes using ramps for more information on how to customize your ramp by adding additional color entries.
Tip: To make a shader that avoids linear artifacts on the edge where a surface turns away from the light try the following:
Diffuse = 0
Translucence = 1
Color: two entries, black at 0.5 and surface color at 1.0
With Interpolation > Linear, this should be the same as a normal lambertian falloff. Using Interpolation > Smooth makes the linear shading artifacts disappear."
"
Transparency attributes
Controls how transparent or opaque the material is, as well as the transparency color. Black, the default, is completely opaque and white is completely transparent. You can set it to any level in between. If there is more than one index in the ramp then the transparency value varies with the facing angle.
For descriptions of the attributes, which are the same as the Color attributes, see
Color ."
PS: One might wonder if there may be a topical correlation of this thread with what is discussed ...here:
https://www.fsdeveloper.com/forum/threads/custom-vegetation-draw-distance.456116/post-912044
GaryGB