There are 6 species of trees, with 3 variations of each, totaling 18. The trees are indigenous to the Pacific Northwest of North America, and are intended to give a coniferous setting.

  • Blackwood Cotton
  • Red Alder
  • Red Cedar
  • Hemlock
  • Ponderosa
  • Spruce(white)

The trees are built for desktop use, LOD0 is between 4-12k polys. The assets are highly optimized to allow for lots of trees in one scene to fill a forest.

LODs decrease polycount by roughly 50% with the last LOD being a flat billboard.

Custom Shader:

The trees are using a custom built PolyPixel shader for ‘Leaves’, ‘Bark’ and ‘Billboards’. These shaders were created to fix a few issues we kept seeing with the standard shader and it gave us an opportunity to go even further. (We hope that this shader will be a platform for us to create a great shader so we will continue to grow and support the shader, so feedback is very appreciated)


The shaders features

  • Toggle-able vertex AO with adjustable strength. A lot of time you cant use baked lighting for the trees, as there is too many, so we baked in some standard AO into the vertex channel to help give the asset more pop with virtually no performance cost.
  • Adjustable alpha cut off that scales based on object distance. This fixes the pesky issue of alpha cutting off more and more in the distance that you get with Unity Standard Shader.
  • Vertex enabled wind. The Windzone in Unity is a very limited tool, as you cant have ‘Bend Factors’ on prefabs with LODs, and the shader that enables windzone is not set up for Unity 5 PBR. So to compensate, with did a vertex shift to simulate leaf movement. You can adjust the size and strength in the material parameters.
  • Tint.