Trees you create using Tree Editor must use the Nature/Soft Occlusion Leaves and Nature/Soft Occlusion Bark shaders.
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 GameObject to your scene.Note: The dependency on these shaders means you can only use Tree Editor trees with the Built-In Render Pipeline. If you’re using the Universal Render Pipeline (URP) or High Definition Render Pipeline (HDRP), you can import trees from SpeedTree.