Trees from Tree Editor and trees from SpeedTree handle their level of detail (LOD) differently.
A SpeedTree Prefab has an LODGroup component. Refer to LODThe Level Of Detail (LOD) technique is an optimization that reduces the rendering workload to improve performance. More info
See in Glossary and LOD GroupA component to manage level of detail (LOD) for GameObjects. More info
See in Glossary for more information about configuring LOD components.
Tree Editor trees don’t have an LODGroup component. Unity’s LOD system uses a 2D to 3D transition zone to blend 2D billboards with 3D tree models. This prevents a sudden popping of 2D and 3D trees, which is important for realism in VR.
Note: Billboard trees don’t receive local lighting such as Point Lights and Spot Lights. They work with directional lights, but lighting on the billboards updates only when you rotate the camera.
Tree Editor controls LOD at two levels:
The leaves and bark shaders also have LOD defaults. These are built-in shaders, and you can’t edit them.
Each Terrain tile has settings for tree drawing, such as the distance from the camera where trees switch to billboard mode. These settings can impact the gaming experience when they create transitions that are visible to the player. Refer to the Terrain Settings reference for more information.