SpeedTree LOD rendering now exhibits crazy vertical scaling that ruins LOD and makes SpeedTrees unusable in this Unity version. Video demonstration:
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I’ve filed a bug report with a simple repro project attached: 1354004.
Is SpeedTree known to be in bad shape in the beta right now? Is this temporary? Is it a first-class citizen in this release or is some kind of transition happening where it will be “redone” in some way and will be broken for a while?
Thanks for the bug report, we’ll look into it. We added SpeedTree 8 support to both URP and HDRP in 21.2 beta, and there might still be bugs that we need to fix.
Thanks as always for the reply, @LeonhardP . I’m still confused by this, though:
URP seemed to already support SpeedTree 8 in earlier Unity versions. For example in the built-in shaders archive for Unity 2021.1.15 there is this file: DefaultResourcesExtra\Nature\SpeedTree8.shader, which looks like this in the Unity 2021.1.15 editor:
And it seems to work. But was something wrong about it that is now fixed?
Added a SpeedTree 8 Shader Graph but did not set it as the default when importing or upgrading Speed Tree 8 assets. Because URP doesn’t yet support per-material culling, this Shader Graph does not yet behave in the same way as the existing handwritten SpeedTree 8 shader for URP.