Trees you create using Tree Editor must use the Nature/Soft Occlusion Leaves and Nature/Soft Occlusion Bark shadersA program that runs on the GPU. More info
See in Glossary.
To use these shaders, you must place your trees in a folder named Ambient-Occlusion
. The trees don’t render correctly if the shaders are in a different folder.
To place trees in the Ambient-Occlusion
folder:
Assets
folder.Ambient-Occlusion
.Tree.prefab
) and its texture folder (Tree_Textures
) into the Ambient-Occlusion
folder. These objects were created when you added a Tree GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
Note: The dependency on these shaders means you can only use Tree Editor trees with the Built-In Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary. If you’re using the Universal Render Pipeline (URP) or High Definition Render Pipeline (HDRP), you can import trees from SpeedTree.