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Package details
- Latest version
- 1.0.1
- Last updated
- First released
- Unity version
- 6000.3.18 or later
- Package size
- 1.3 GB
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- 1,069
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Keywords
Procedural Growing Trees
Procedurally Generate Trees of any species you can image and that can grow into different shapes and react to their environment.
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Last 6 months
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Procedural Growing Trees screenshot 1
About this asset
Create trees to fit any style of 3D video game. The trees can be configured to grow and adapt to shade/lighting to grow in realistic ways, as well as change leaf colour/ drop leaves based on the time of year.
If you want trees growing procedurally live in your game they are rendered with a marching cubes algorithm but this can get expensive with lots of older trees, so you can also bake the trees where it will save the meshes of trees at different ages and at different times of the year in order to save runtime computation (at the expense of storage).
From the publisher's Asset Store listing.
Technical details
The trees in this pack are generated using a space colonisation algorithm. This is then customised by changing where the attraction points which grow the trees are placed to form different tree canopys of different styles. You can also choose to grow roots in the same way.
https://pauliusbieksa.github.io/assets/PDFs/pcg_trees.pdf
There is then a tesselation shader which can be used to give the leaves different appearances, and render diffuse, normal, height, and roughness maps to further customise their appearance. Combining tesselation and height maps helps give extra detail to lower poly meshes! It can also be used to create nice looking grass which is included as well.
https://nedmakesgames.github.io/blog/tessellation
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.3.18f1 | Not listed | Compatible | Not listed |
URP is fully supported. The trees can be generated in any render pipeline. But currently the tesselation shader, used for the displacement of the leaves and adding details with height maps, only works in URP. If you plan on just generating meshes of the trees and then using your own shaders then you will be fine using any render pipeline.
As listed on the Asset Store.