Sprout mappers apply materials to sprout meshes. The node has a list displaying the mappers, every mapper should be assigned to a sprout group in order to get all the meshes belonging to that particular group with a material.

List of mappers for sprout groups.
Sprout Group
Assign the mapper to a specific sprout group. Then all directives on the mapper should be applied to sprout meshes belonging to that group. Two modes are available, custom material an texture mode.
Texture Mode
This modes take texture assets and define a region on them to create material for the sprout meshes.
Texture
Every texture mode mapper can have one or many textures assigned, these textures will be randomly assigned to each individual sprout mesh belonging to the group. A region should be defined per texture to set the boundaries of it (red square) and the origin of the sprout (blue dot).
Tint
Adds a tinted color to the texture. White is the default value, meaning no tint.
Transparency
Transparency refers to the color the meshes let pass through from the light source when directly against it.
Alpha Cutoff
Defines how many of the semitransparent pixels on the texture make it to the final render based on its alpha value.
Translucency View Dependency
This value inversely refers to the quantity of light emitted from the mesh on its side against the light source.

Leaves bouncing little light from their side against the light source. Transparency view dependency = 1.

Leaves bouncing some light from their side against the light source. Transparency view dependency = 0.5.

Leaves bouncing all light from their side against the light source. Transparency view dependency = 0.
Shadow Strength
Sets the strength of the shadows cats by the textures on the meshes. The effect of this value also depends on the lights set on the scene to cast shadows and their settings.
Shadow Offset Scale
TODO
Material Mode
A custom material could be applied directly to a sprout group mesh.