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- Latest version
- 1.3.0
- Last updated
- First released
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- 6000.3.7 or later
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Tree Creator Pro
GPU procedural tree generator for Unity 6, now with Christmas decorations: blinking garland that lights the tree, toys, tinsel, star. URP and HDRP, wind, LODs, billboards, one-click FBX export.
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About this asset
GPU-Accelerated Procedural Tree Generator + Christmas Tree Decorations
New in 1.3: Christmas Decorations.
- Grow a spruce in the generator, add the TreeDecorations component and press Generate. Toys, a top star, a blinking bulb garland, rain tinsel and fluffy tinsel land on the tree mesh in about 100 ms. The garland lights the needles, the toys and the room around the tree. Two ready Christmas scenes are included, for URP and for HDRP.
Christmas Decorations
- Garland of 20 to 100 bulbs on a spiral, with a color palette and 12 light modes: Steady, Blink, Alternate, Chase, Twinkle, Breath, Fade, Sequential, Running, Fill, Strobe and a shuffle of all modes.
- The bulbs light the tree. A compute shader writes the garland light into a 3D texture, and the bark and needles read it. 100 bulbs cost 0.024 ms per update.
- Every bulb leaves a glint on glass toys and tinsel.
- Up to 16 scene lights take the color of the nearest bulbs and light the floor, walls and ceiling.
- Rain tinsel follows the shape of the crown. Fluffy tinsel hangs in arcs between the branches.
- Toys come from your own prefabs, with height range, scale range and minimum distance. A star goes on the top.
- The same Seed gives the same tree. Generate and Clear support Undo.
- HDRP: optional point light per bulb for video and desktop.
- WebGL2: the bulbs glow and blink, the tree gets no garland light.
Tree Creator Pro builds trees inside the Unity Editor on the GPU. Compute Shaders generate the trunk, up to 5 levels of branches, roots, fronds, leaves, flowers and fruits, and the preview updates while you change parameters. One click exports an FBX and a Prefab with materials, mesh LODs and a billboard, ready for scenes and Unity Terrain.
Also in 1.3
- Runtime generation: the TreeRuntimeGenerator component builds a tree from a TreeAsset in a player build (DX11, DX12, Vulkan, Metal, WebGPU).
- Mesh compression on export. The decorated Spruce goes from 48 MB to 19.5 MB.
- Leaves keep their color at a distance, with no white fringe on far mips.
Included: 20 tree presets (oak, birch, maple, apple, pine, spruce, palm, bushes), 5 of them low poly for mobile; bark and foliage textures with leaf atlases; 3 toy prefabs and a top star; demo scenes and Christmas scenes for URP and HDRP; full documentation.
You may also like my lite Tree Asset
From the publisher's Asset Store listing.
Technical details
Key Features
Christmas Decorations: TreeDecorations component places toys, a top star, a bulb garland, rain tinsel and fluffy tinsel on any tree mesh by raycasts. 12 garland modes, light from the bulbs on bark and needles through a 3D light volume, bulb glints on toys and tinsel, up to 16 synced scene lights. URP and HDRP.
GPU-Powered Generation: Catmull-Rom spline interpolation, mesh generation, branch welding, UV mapping and wind data baking run in Compute Shaders. The preview updates as you change parameters.
Modular Node Hierarchy: Trunk, Branches (up to 5 levels), Roots and Foliage (Leaves, Flowers, Fruits). Each module has its own distribution, shape and physics parameters.
Spline Physics: gravity, stiffness and sun seeking bend every branch and root. Crinkliness, curvature and random growth control the shape.
Shaders: Bark, Leaves, Optimized, Rendertex, Billboard LOD and Terrain Billboard shaders, each with URP and HDRP SubShaders. Mobile Bark and Leaves shaders for URP. Old materials migrate to the new shaders automatically.
Trunk Flare and Roots: the flare blends into procedural roots and also works with the roots module disabled.
Export: FBX, Unity Mesh asset, Prefab with materials, LODGroup with mesh LODs and an optional billboard as the last level, wind data in UV channels, optional mesh compression. Ready for scenes and Unity Terrain.
Mesh LODs: each level reduces radial sides, length segments and foliage count of LOD0. All levels share one skeleton, so the silhouette does not pop between them.
Billboard LOD: 8-angle atlas with diffuse and normal maps, cross-fade in the LODGroup.
Explicit Geometry: exact radial sides and length segments per branch level, or an adaptive polygon budget that gives more detail to the trunk and main branches.
Foliage Distribution: Random, Alternate, Opposite and Whorled modes with per-branch frequency and parent length dependency. Leaf atlases with a stable variant per leaf.
Fronds: palm-like fronds along branches with count, width, rotation and start/end coverage.
Vertex Wind: wind weights baked per vertex from the spline hierarchy. Trunk sway, branch bend and leaf flutter.
GPU Branch Welding: ray-triangle intersection and collar projection join each branch to its parent without seams.
Arc-Length UV: constant texture density along trunks and thin branches.
Runtime Generation: TreeRuntimeGenerator builds a tree from a TreeAsset in a player build.
Non-Destructive Workflow: every tree is a ScriptableObject. Regenerate, edit and export again at any time.
Requirements
- Unity 6000.3+
- URP 17 or HDRP 17
- Tree generation and garland light: GPU with Compute Shader support (DX11, DX12, Vulkan, Metal, WebGPU). Tested from RTX 2060.
- Exported trees run on any platform the pipeline supports, mobile included (URP Mobile shaders).
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.3.7f1 | Not listed | Compatible | Compatible |
GPU required rtx 2060 min dor build trees
As listed on the Asset Store.