As the title says. I would like to make good looking, but "fast’ trees, I want them to use for dense forests. What kind of technics do you recommend?
I can’t decide, Basic Unity trees are not that bad, I tried to make tree with sprite based leaves, but it wasn’t that fast also, I wasn’t able to put them to Unity’s built in terrain system because “the prefab contains no valid mesh renderer”, I’ll try to make them work. Tested with the Nature / Tree Soft occlusion shaders. Just putting down the trees onto a terrain highly increased the number of drawcalls. (1000+, in case of larger amount of “normal” tree, it is around 250, triangle count of my sprite leaves test tree is 329, 28 rotating planes)
So, I need advices, which one to use, how to optimize trees for big scenes with dense forests.
Also, can I make good performance trees with not using Tree Soft Occlusion shaders? For example, I would like to lit them by a spot light.
Also, Do I need to use the built in terrain? Any solution for a good looking mesh terrain. My biggest problem with mesh terrain is, I can’t paint textures on it. Any shaders for painting textures on an UV mapped terrain?
Yep, so many problems, and questions in one thread, sorry for that!
Thanks, but I was thinking in an alternative way, using mesh terrain for example. I think I won’t use that because I don’t know any good way for that, so I will use the default Unity terrain. I can make nice result with that too, I think.
But I’m still interested in mesh terrain system. The basic Unity tree system should be good, but it doesn’t work, if I just put down the trees by hand.
Also, I would like to create unique trees. Tree Creator is cool, I know, but I need custom textures. I have some alpha mapped leaf textures (only one leaf), I don’t know a way to make nice branch texture from those leaves. I mean, It is possible to create in photoshop, but Isn’t there a faster, automated way. I don’t care about if all the leaves has the same shape on the textures, I can tweak it in Photoshop.