From the Speedtree documentations for URP (Universal Render Pipeline / LWRP), I have been following the updates to Speedtree support in SRP…
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When you use SpeedTree Shaders in UniversalRP, keep the following in mind:
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There is no Global Illumination on trees in UniversalRP.
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Trees cannot receive shadows in UniversalRP.
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In UniversalRP, you can configure whether lights should be per vertex of per pixel in the UniversalRP Asset.
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How should we correctly light SpeedTrees in Unity now - should we disable all shadow receiving options for them and light them with Light Probes? Exclude them from Lightmapping/GI?
Reference here