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Unity Engine


Shaders and the Ambient-Occlusion folder

Which shaders to use, and where to save your tree assets.
Read time 1 minuteLast updated 25 days ago

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.
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.

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