How do I get a SpeedTree into Unity?

I have created the tree in SpeedTree 6.2.2 and exported it as an .fbx.
I then use that asset (the one I just exported from SpeedTree) in Unity 3.5.6f4 (Mac) and the tree is flat, almost 2 dimensional.
The branches are flat, the leaves are flat, etc.

Am I doing something wrong?
Is it even possible to get ST trees to work in Unity, or am I banging head against the wall?

Any help/advice would be appreciated.

Here is what I am talking about.
This is an image of what the tree looks like in SpeedTree:

This is what the tree looks like in Unity

Notice that the leaves and branches look weird?
Please help?

Just off the top of my head:

Unity’s trees force textures to be much lower resolutions.

No bump mapping

Leaf shaders in speedtree look much better.

Also, it looks like speedtree is showing the tree with realtime shadows.

Speedtree’s trees are so much better, imo.

your vertex normals can be averaged, it makes the leaves look less like planes.
I use maya for this and use mesh-transfer attributes, from a sphere to the leaves object. Make sure vertex normals are turned on in the option box.

When exporting the fbx out of maya, make sure smoothing groups is ticked in the export settings, or your work is all thrown away.

Unity can also recalculate vertex normals on the import settings so make sure that doesnt break it also.

As for the trunk, you are missing a normal map by the looks

You Need To Adjust The Light Or Go to The Tree Object and Switch to a Darker color