Version: Unity 6.7 Alpha (6000.7)
Language : English
Tree Editor concepts
Design a tree

Shaders and the Ambient-Occlusion folder

Important: The Built-In Render Pipeline is deprecated and will be made obsolete in a future release.
It remains supported, including bug fixes and maintenance, through the full Unity 6.7 LTS lifecycle.
For more information on migration, refer to Migrating from the Built-In Render Pipeline to the Universal Render Pipeline and Render pipeline feature comparison.

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:

  1. In the Project window, select the Assets folder.
  2. Select Add (+) > Folder.
  3. Give the folder the name Ambient-Occlusion.
  4. Move the tree prefab (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.

Additional resources

Tree Editor concepts
Design a tree