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[RELEASED] Oak Trees Package Version 2.0

Discussion in 'Assets and Asset Store' started by larsbertram1, Jul 16, 2011.

  1. larsbertram1

    larsbertram1

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    Version 2.0 is now available




    The updated package contains a set of 6 highly detailed PBS oak trees – each consisting of 2 mesh based LODs and a billboard. The trees are manually modeled, carefully optimized, support instancing and only use 2 shared materials.

    Rendering
    The oak trees were created using CTI whose tree shaders support (deferred) translucent lighting, advanced bending driven by a built in directional wind zone and smooth LOD transitions. Unity's spherical wind zones are supported only on manually placed game objects.

    Compatibility
    The trees have been successfully tested with Unity 5.6.3., Unity 2018.2.15 and Vegetation Studio Pro using instanced indirect rendering. A modified shader adaptor is included.
    Unity's terrain engine is fully supported.
    Deferred shading is compatible with Lux Plus, AFS and ATG and needs you to assign the provided or compatible deferred lighting and reflection shaders.

    Specs
    The vertex count ranges from 6900 / 4300 (small oak) to 11700 / 7500 (big oak).
    The texture resolution is 2K (leaves) and 1K by 2K (bark).
    The legacy tree creator oak trees from version 1.0 are still included.

    Asset Store

    oak_01.png

    Below some screen shots from the old tree creator ones:

    $Bildschirmfoto 2011-07-15 um 20.11.12.png $Bildschirmfoto 2011-07-15 um 20.14.13.png $Bildschirmfoto 2011-07-15 um 20.06.38.png $Bildschirmfoto 2011-09-15 um 16.40.24.png
     
    Last edited: Mar 4, 2019
  2. larsbertram1

    larsbertram1

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  3. bgivenb

    bgivenb

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    why is it u3d instead of unity3d? and the site looks a little off as well.
     
  4. Robbilie2

    Robbilie2

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    oh man -.-

    Rly i have to laugh about that xD

    Havent u recognized that all assetstore post have this url?
    U3D.as (asset store) / content/ bla

    If not, now u know it ;)

    Greetz
    Robert
     
  5. bgivenb

    bgivenb

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    Lol, I guess so. I looked like a fake at first, but the asset store link works fine. Sorry about that.
     
  6. larsbertram1

    larsbertram1

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    i am glad it does ;-)
     
  7. larsbertram1

    larsbertram1

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    hi there,

    a little update on the oak trees has just hit the asset store.
    make sure you get it.

    lars
     
  8. larsbertram1

    larsbertram1

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    hi there,
    i was happy to see some in game screenshoots featuring my ok trees.
    they are from "game of thrones" – currently developed by bigpoint: http://www.GameofThronesMMO.com/

    $oaks.jpg

    $30_3_2012_screen2.jpg

    lars
     
    Last edited: Jul 13, 2012
  9. larsbertram1

    larsbertram1

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    The oak trees have been updated to version 2.0:

    oak_01.png
     
  10. Bodyclock

    Bodyclock

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    Are you planning to update your other tree packages to V2 and VSPro support?
     
  11. larsbertram1

    larsbertram1

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    i haven't made any decision yet.
     
  12. Willbkool_FPCS

    Willbkool_FPCS

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    Hi, I bought the Oak package and am having some problems. The demo looks good, but when I place the trees in my project, the colors are off, especially the billboards.

    All I did was download and import and then place the trees individually and didn't change any settings whatsoever. In the bottom pic, I changed to a different shader so they look better, but the billboards still has the bright green, so I changed back to the CTI 301 shader.
     
  13. larsbertram1

    larsbertram1

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    i guess you are using deferred. then you have to assign the cti deferred lighting and reflection shaders like described in the docs.
     
  14. Willbkool_FPCS

    Willbkool_FPCS

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    I had read the docs but missed that part. It does look much better but still a little washed out compared to the demo. I'll keep working at it.
     
  15. larsbertram1

    larsbertram1

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    you have to assign both shaders: the lighting and the reflection shader. switch to forward to see if everything renders as expected. the rest then would be setting up your post process.
     
    Willbkool_FPCS likes this.
  16. larsbertram1

    larsbertram1

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    Version 2.02 has been submitted and adds HDRP 7.1.2. compatible shaders and prefabs.
     
  17. larsbertram1

    larsbertram1

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    Version 2.02 is available.
     
  18. cxode

    cxode

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    Do these support LWRP?
     
  19. larsbertram1

    larsbertram1

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    there are no LWRP shaders included in the package – but once you got them you may ask me for the lwrp version of the cti shaders.
     
  20. JvanE

    JvanE

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    I just bought the package and was surprised to find it only compatible with standard and HDRP pipeline. Would you consider releasing a version with LWRP/URP shaders included?
     
    Jaimi likes this.
  21. SgtLame

    SgtLame

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    Hi,
    I bought the package and would like to tint the trees, I'm not meaning a slight color variation, but a "strong" tint, meaning giving the barks a red or blue look if I want to. I searched everywhere I could in the asset's objects (shaders, materials,...). Is it possible?
     
  22. larsbertram1

    larsbertram1

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    well, you can edit the textures of course.
     
  23. SgtLame

    SgtLame

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    Indeed, but I was looking for an easier solution. ;) Thanks!
     
  24. cubrman

    cubrman

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    upload_2021-1-5_17-33-15.png

    HDRP Forward only - the branches look fine, but for some reason the tree trunk is blurred. Turning off Temporal AA does not help (it even turns the screen to black when looking at a tree. MSAA is turned off. Changing the shader from bark to leaves does not help either. Funny enough this does not happen with editor camera - only in play mode. What can be done?
     
  25. larsbertram1

    larsbertram1

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    i never checked hdrp forward only. so i will have to have look into it.
     
  26. macicka12

    macicka12

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    Hi, I am having a problem and was wondering if there is some workaround/fix or if I need to wait to updated version.

    I am using URP 10.2.2 (I know the asset description says it's not tested in this version, hence wondering about the workaround) and after importing the URP package, all shaders reports error

    Code (CSharp):
    1. 'InitializeStandardLitSurfaceData': output parameter 'outSurfaceData' not completely initialized
    2. Compiling Fragment program
    3. Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR
    4. Disabled keywords: _NORMALMAP _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHT_SHADOWS _SHADOWS_SOFT _MIXED_LIGHTING_SUBTRACTIVE LOD_FADE_CROSSFADE FOG_LINEAR FOG_EXP FOG_EXP2 INSTANCING_ON _NORMALIZEBRANCH UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30
    Thanks for answer
     
  27. larsbertram1

    larsbertram1

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    you will have to add the missing outputs yourself for the moment...
    • open: "CTI URP Inputs.hlsl"
    • find line 202. this belongs to the "inline void InitializeStandardLitSurfaceData" for the bark shaders.
    • so here we have to make sure that any kind of output structure i sproperly filled.
    • do so by adding: "outSurfaceData = (SurfaceData)0;" in a new line above line 202 which should be "#if defined(CTIBARKARRAY)"

      you should do the same for the meta pass of the leaves (around line 175):
    // This is needed by the Meta pass
    inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
    {
    outSurfaceData = (SurfaceData)0;

    half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
     
    Last edited: Jan 9, 2021
  28. macicka12

    macicka12

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    Thank you very much it worked flawlessly :)
     
  29. cubrman

    cubrman

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    It does not even work in the other mode, I don't remember why but I think the leaves are invisible.
     
  30. macicka12

    macicka12

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    Any chance to get it working with new HDRP 10+?
     
    HerrRoman likes this.
  31. Mojo-Game-Studio

    Mojo-Game-Studio

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    Hi I've just imported the asset into a URP 7.4.3 project and the trees show pink, is there a URP package must also import?
     
  32. JeffNIAR

    JeffNIAR

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    I'm getting a shader error on the CTI Leaves HDRP HLSL shader. The errors says "undeclared identifier 'UnpackNormal' at lines 1316, 3008, and 3916. Is there something I need to change? Running Unity 2019.2.11f1.
     
  33. Lynxbird

    Lynxbird

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    Hey @larsbertram1

    your grass asset is not well suited for my game but I really like your water asset and your tree assets.

    Your trees are the best!! Make more tree packages so we can send you the money.
     
  34. JeffShaw

    JeffShaw

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    The trees look poor in Unity 2020.3.10f using HDRP 10.5.1
    You can see in the demo scene the brilliant green areas:

    upload_2021-10-22_16-52-15.png
    The instructions say:

    Unity 2018.2 and above

    Unity 2018.2 changed the way crossfading is handled by shaders. As the Oak tree package in your project might have been submitted using Unity 5.6.3. you have to import the tweaked leaf shader first. Do so by importing the included 2018.2_CTI_LODLeaves_Shader_301.package. This will overwrite the old 5.6.3 leaf shader and replace it with a version compatible with Unity >= 2018.2. If there is no 2018.2_CTI_LODLeaves_Shader_301.package then you should have downloaded the already tweaked version for 2018.2 and above.
    (There is no such package so assume it it upgraded already)

    Deferred Rendering
    In case your camera uses deferred rendering you have to assign the CTI deferred lighting shaders in: Edit → Project Settings → Graphics: ● Under the Built-in shader settings change Deferred to custom, then assign the CTI_Internal-DeferredShading shader. ● Also change Deferred Reflections to Custom and assign the CTI_Internal-DeferredReflections shader. Otherwise the trees will look pretty colorful...

    There is no such setting:
    upload_2021-10-22_16-53-46.png
     
  35. JulesVerny

    JulesVerny

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    Sorry but This Asset Materials (Shaders?) does not seem top work for me in Unity 2022.3.0 LTS with URP 16.0.2

    All the Materials are Pink !
    e.g. M_Oak_Leaves(Material) with Shader CTI/LOD Leaves 301.

    I am a beginner and bought this package in good faith expecting it wot work with URP. We really need simple instructions on how to get to work for beginners. I hate all these Shader issues !!!
     
  36. larsbertram1

    larsbertram1

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    unity 2022.3 has been released - a few days ago?
    and URP turned into a real mess during the last year. so it does not really make much sense to tweak any shaders before the final version is out.
    anyway, attached you will find a package for upr 14.0.7. you should remove the folder "CTI Runtime Components URP" from your project as this one comes with new GUIDs.
    let me know if it works for you.
     

    Attached Files:

  37. larsbertram1

    larsbertram1

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    you will have to assign a valid diffusion profile.