Country Side Pack: Unity Engine Documentation

Getting Started


Countryside package is intended to be a starter foliage pack for any type of environment. With versatile trees, grass, rocks, and terrain all hooked up to latest Unity 5 standards, it’s as simple as a drag and drop to get it working in your scenes. To showcase these asset’s potential, we have created a demo scene full filled with life with using the assets in this pack.

Each asset is optimized with full LODs, no wasted texture space, and clean materials to insure this runs as smoothly as possible.

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New In Version 1.1.0


  • Fixed foliage cluster/culling settings to be fully optimized.
  • Fixed terrain normal which was causing some dark spots.
  • Grass material overhaul to use material instancing and general optimizations.
  • Updated rock material missing roughness map.


  • Created Bushes.
  • Recreated Grass material from scratch which looks much better.
  • Masked out wind on base of grass and weeds to minimize sliding through terrain when swaying.
  • Gave all foliage material wind toggle to give optimizations on a case by case basis.

Demo Scenes

  • Improved the foliage instance settings giving frame rate a huge boost.
  • Removed unused terrain splines
  • Adjusted lighting to speed light bakes and get better lighting results on improved grass materials.

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Project Structure


  • Mobile
    • Some assets are too expensive to be placed onto a mobile platform. If this is the case, a mobile friendly asset will have been created and placed into this folder for easy access.
  • Desktop
    • The standard assets will be placed in the desktop folder to keep files clean and separate from the mobile ones.


  • Mobile
    • Some assets are too expensive to be placed onto a mobile platform. If this is the case, a mobile friendly asset will have been created and placed into this folder for easy access.
  • Desktop
    • The standard assets will be placed in the desktop folder to keep files clean and separate from the mobile ones.


Contains all assets for the entire package. Textures range from 512×512 – 2048×2048


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Package Breakdown


  • All foliage utilize the power of wind. This effect can bring life into any static world. This is done by toggling on the ‘SimpleGrassWind‘ node in the material instance. The wind has a few parameters that control weight, speed, and intensity. Use small values to get a nice calm breezy day, or crank them to simulate almost hurricane conditions.

*calm & breezy conditions*




  • Wind is able to be turned on and off. While powerful, it can be a little expensive. We suggest creating specific material instances with on and off, allowing you to selectively choose assets that will have wind. This will also help your game run at a smooth 60FPS
  • All foliage has built in AO into the vertex channels and you can easily turn them off. The standard asset uses black and white values to do two things: In some instances like the grass, it is used to mask out wind. This helps the base of weeds, bushes and grass to sit more stationary on the terrain. The other use of vertex AO for the actual Ambient Occlusion.. This is adjustable in the material parameters.
  • Foliage uses sub surface scattering which is available to dynamic meshes(not available to objects set to the default static), SSS has its drawbacks as it limits light mass. To compensate, we suggest to leave on the Vertex AO.
  • All foliage are also equipped with standard tints, roughness, spec values as you would expect.
  • All the trees come with a Mobile Friendly versions that utilizes cheaper materials, and much lower polycounts.
  • Lastly, there are fall and summer textures for trees. Allowing even more versatility in this pack.

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  • Countryside pack is intended to be a Foliage Pack, but it does come with some supporting props. There are rocks, wooden fences, stone walls, a cottage house, cottage garage, and road systems that will utilize the UE4 spline tool.
  • Props are built to be very light, most coming well within 1000 polygons. With the material footprint being quite light as well.
  • Assets come with standard PBR materials utilizing albedo/roughness/ao material set up. With textures ranging from 512-2048

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  • Landscape is using a standard terrain material and the landscape mesh in the Demo Scenes are hand built in UE4
  • There is a camera distance texture switch for grass in the material using the Pixel Depth material node. This blends between a distance grass, and an upclose grass. This allows for the landscape horizon to look more natural and not attempt to have 1×1 meter grass patch tile over and over causing it to look unnatural. And vice versa, the up close ones use blades of grass, not a blurry grass intended for a distance.
  • There are models that are able to utilize the spline system. Asset ssuch as the fences and roads that come in the pack can be built in your level using Landscape Terrain Spline Tool System.

*example of the spline tool used on roads and how the terrain deforms perfectly to it*



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Why are there two demo scenes?

There are two demo Scenes to showcase the versatility of the shaders and different textures. Technically, there isn’t much difference other than to show the user the potential of the package

How can I copy over your foliage and settings into my scene?

From our understanding there isn’t any way to copy over the foliage settings from scene to scene. You could start off with either Demo Scene in Country Side and erase all content in the level, while maintaining all the established foliage assets. If this isn’t available, it may need to be done from scratch. If we find a solution(or if you have one please email us) we will post it here immediately.

Why does my Frame Rate dip when I place in these assets?

Some of the assets are using more powerful shader options like sub surface scattering and wind. And while this isn’t very cost heavy when placing a few, many times with outdoor scenes you may want to place thousands or tens of thousands of assets. If this is the case, you may be required to remove some of the advanced features of the shaders by toggling off their effects in the material instance. We suggest looking at the detailed UE4 documentation and AnswerHUB for further reading on optimization as there is never a simple solution for all.

Should I place my trees in my level as static meshes, or through the foliage tool?

This is entirely up to the needs of your level and project. There are merits to both. Foliage tool is a great and easy way to paint in a bunch of assets into your level, and give them random scale/rotation etc. Along with that it has powerful optimization tools which clusters a bunch of trees(amount is based on you) and make them act as one static mesh. On the other hand, they don’t act perfectly to lightmass. There are issues of specularity being at full brightness in shaded areas, or may flicker in some cases. From our understanding this is something which has and will continue to be improved upon by Epic through each version release.


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