# Shaders and the Ambient-Occlusion folder

> Which shaders to use, and where to save your tree assets.

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](/engine/6000.3/manual/creating-environments/script-terrain/terrain-trees/speed-tree.md).

## Additional resources

* [Tree level of detail (LOD)](/engine/6000.3/manual/creating-environments/script-terrain/terrain-trees/terrain-tree-lod.md)
* [Tree Hierarchy view UI reference](/engine/6000.3/manual/creating-environments/script-terrain/terrain-trees/class-tree/terrain-tree-hierarchy-ui.md)
* [Root node reference](/engine/6000.3/manual/creating-environments/script-terrain/terrain-trees/class-tree/tree-root-node.md)
* [Branch group reference](/engine/6000.3/manual/creating-environments/script-terrain/terrain-trees/class-tree/tree-branches.md)
* [Leaf group reference](/engine/6000.3/manual/creating-environments/script-terrain/terrain-trees/class-tree/tree-leaves.md)
* [Terrain Settings reference](/engine/6000.3/manual/creating-environments/script-terrain/terrain-other-settings.md)
