(Case 1227083) Tree Nature/Soft Occlusion shader in URP

8 years later and STILL you have to change the shader to SpeedTree8 in URP for it to render correctly!

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Bump… what’s up with trees billboarding in URP

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The bug report still says “By Design” :(. Let’s keep voting on the bug report to bring more attention…

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No more voting allowed. this is the resolution text:

RESOLUTION NOTE:

Legacy tree creator trees are not supposed to be rendered in URP, thus the pink shader. The billboard actually shouldn’t render either, but it just does by accident. There’s a workaround posted that works for 2020.1 and URP 7.0.0: (Case 1227083) Tree Nature/Soft Occlusion shader in URP

Update - URP support for Tree Creator is being considered for a future release.

I hope they really take it into consideration soon. I develop flight simulators and i am so pleased with URP performance, but equally downer is the fact to lose tree billboarding performance :frowning:

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Ah, I see. I always thought that voting is always alowed, even after resolution. Let’s hope then that Unity will fix it at some point…

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Still no tree creator rendering in URP? Some of us hate Slowtree, I mean, Speedtree. The tree creator is orders of magnitude faster in built-in for mobile and looked just fine, and we want to keep using it for URP.

I’m worried that “URP support for Tree Creator is being considered for a future release.” means 2023. We need this as of 2 years ago already!

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No updates on tree creator for URP yet?

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If you’re waiting for Unity to get something done, you’ll probably be waiting a while.

Have you considered not using URP? Built-in works fine, is stable, has lots of plugin assets, and has Tree Creator.

URP performs great on all platforms and to me it has better rendering than standard. If we choose to use a render pipe line, we expect to work as well. Or at least let us know if we are waiting on the nothing. (to me others available tree systems are not suitable)

Even with standard graphics tree billbords have flaws. It’s like Unity doesn’t care about impostors in general.
Why can’t we just have an impostor component for all porpuses. that generates the sprites and a billboard material that acutally can work with animations and lighting correctly. Terrain trees included.

Also now that i’m here. I had to release a URP sim wich had a terrain imported with the billboard trees showing. So to avoid the pink material i have set the billboard distance to 0 from script at runtime so at least you avoid seeing the glitched 3d model. At least something.

If they did that, then they wouldn’t generate any additional revenue from people buying an impostor solution in the Asset Store.

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That’s basically the whole URP right there. To force people to pay twice for the things that were already working previously.
Years in the making and we still can’t even have Tree Creator in URP. But hey, we got “lens” finally in there! After 4 years!

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Built-in works so much better than URP. I wrote a long post about that last year. Less memory and way faster.
Unfortunatelly many assets are now coming with URP only support and Unity is betting the house on that thing.

I’ve complained and i’ve seen many complaining about the trees, vegetation and terrain system at Unity since 2009. WIth so many empty promises made. Basically Unity hasn’t done almost any on terrain improvements in over a decade and all improvements are made by asset store authors. I’m guessing like you, they don’t care and they don’t want because it brings them money from that. The existing default terrain system is pure junk.

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I had to drop URP on my projects because lack of vegetation rendering performance. (and please don’t tell me we must use 3d objects with lod group)
Another thing is that it’s missing the one thing that everybody is after = screen space reflections.
So as a build in solution it’s making water everywhere.

I personally found that HDRP can have better or same performance with out loosing too much definition. And having a rather poorly implemented screen space reflection. But at least it looks better.
But i guess you are still stuck with vegetation problems.

In Standard pipeline it all works, but the looks and performance takes me back to 2003.

Then i thought: ok let’s see similar titles made with Unreal. And I see that some of them can’t even be diferentiated from Unity HDRP. So I guess that Unity it’s not that far off with HDRP results. But I feel like Unity has to pick one of the dam rendering pipelines and put all focus in that one.

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URP->Nature->SpeedTree8_PBRLit is working for me, if anyone cares : )

what do you mean it works? It renders a regular mesh, it does not render as an unity tree which includes billboards right?

I know this is old but for people who wants urp tree creator its pretty easy to do

Use below shader files In you project.

Supports terrain wind and most of what builtin dose

TreeCreatorUrp.unitypackage (12.8 KB)

preview

I used simple lit shader copy out the forward and shadowcaster pass then modified terrainengine to hlsl
and modified vertex using the UnityBuiltin3xTreeLibrary.cginc TreeVertLeaf logic

and little tweaks and got the best result for my scene may be more editing can be done for other use cases.

hope this helps