Tree level of detail (LOD)
Learn how Tree Editor and SpeedTree optimize tree rendering.
Read time 1 minuteLast updated a month ago
Trees from Tree Editor and trees from SpeedTree handle their level of detail (LOD) differently.
SpeedTree
A SpeedTree Prefab has an LODGroup component. Refer to LOD and LOD Group for more information about configuring LOD components.
Tree Editor
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.
Tree Editor controls LOD at two levels:
- The tree root node.
- Individual branch groups, as a multiplier of the tree root node's LOD.
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.