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[Released] Tropical Forest Pack

Discussion in 'Assets and Asset Store' started by Baldinoboy, Aug 28, 2017.

  1. Baldinoboy

    Baldinoboy

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    Hi @cuttinged, Thank you for contacting me on the package! That is strange. Not the error on the banana tree but the fact the LWRP shaders are working on any of the other trees. When updating to URP from LWRP you need to update the package for URP. I have not tested how an update goes from an SRP to another. It should work though and you would just need to delete the LWRP versions of the CTI Bark, Leaves & Billboard shader.

    I always recommend backing up your project before something like this though as you never know when everything can decide to break when updating or importing.

    So recommend updating tropical forest pack from the asset store and import just the _URP.unitypackage file from when importing. Once imported unpack that file and let it replace the materials and import the URP shaders. This should switch everything over to URP and get it working okay.

    If everything else is working okay though you could also test checking the bark materials and seeing what shaders a working model is using for the bark material and which the banana tree is using. If it would just be a matter of changing the shader of the banana tree material that would be the easiest fix. I am just not sure why the other barks are working since they should be using the same shaders.

    Let me know if either of those fixes work or not.
     
  2. cuttinged

    cuttinged

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    Banana trees are back. Thanks. Switching the shader on the BananaTree01_Bark manually to CTI/LOD Bark worked without having to reimport. Also the CTI/LWRP Bark worked too. I upgraded my project from LWRP to URP some time ago before installing Tropical Forest Pack along with Vegetation Studio (not Pro). In the package manager I have LWRP installed, it was necessary at one time to have LWRP package installed but I can't remember the reason. Billboards do not work in Vegetation Studio neither pro nor regular Vegetation Studio, do you think this issue may have something to do with billboard issues. It works in a blank project but doesn't when I put it in my project.
     
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  3. Baldinoboy

    Baldinoboy

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    @cuttinged, Cool! Glad you got it working.

    Not sure about Vegetation Studio billboards. Do not think the standard Vegetation Studio has added URP support but Vegetation Studio Pro looks like it has SRP support now. Would test updating Vegetation Studio Pro in your project and importing it to see if maybe it is an older version in your project. Also it could have something to do with the version of CTI shaders. Might need the latest URP versions.

    I need to test Vegetation Studio Pro with CTI shaded trees in URP, HDRP to see how the billboards are working. Did not even know about the latest update last March.
     
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  4. Baldinoboy

    Baldinoboy

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    Hey everyone, A dev let me know of the shaders not working in URP 10.4.0. Was confirmed. The bark comes up pink. Looking into the issue and hopefully can get a update fixing URP 10.4.0 and later up soon. If you are having this issue PM or Email me with the invoice number of your order when you bought the pack, and when the fix is out I will send it directly.
     
  5. BIGTIMEMASTER

    BIGTIMEMASTER

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    Hi @Baldinoboy ,

    I'm using the latest version of TFP inside 2020.3 along with VegStudio Pro and I am having trouble getting billboards to display.

    I'm imported the entire package, tried rebaking the billboards and messing with billboard related settings in VSpro. I've tested with Speedtree models and billboards are working currently with them.

    There is probably some checkbox I am missing. I also poked through the material settings on your trees but I can't seem to find the problem.

    Any guidance is appreciated, thanks.

    *and I'm not using the new render pipelines, just default 3d project (i have enabled the CTI shaders as per the readme)
     
  6. Baldinoboy

    Baldinoboy

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    Hi @BIGTIMEMASTER

    Thank you for contacting me about this! Saw reports of VS Pro issues with CTI. From the thread-

    it is a bug in vsp. it is fixed in latest beta - i have been told be lennart. but i haven't been able to test this.

    Also another report that said it is working in a beta version of VS Pro. So I recommend getting ahold of the latest beta version if you can and messaging on the VS Pro thread or Discord on this as compatibility seems fine but it is probably just a bug in the generation or shader in VS Pro.
     
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  7. BIGTIMEMASTER

    BIGTIMEMASTER

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  8. Emursive-Indie

    Emursive-Indie

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    Just purchased package an loaded into a fresh unity project. Seems to be missing terrain layers in the first 2 and prefabs as well. I'm using built in pipeline on unity 2020.3.8.
     

    Attached Files:

  9. Baldinoboy

    Baldinoboy

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    Hi @Emursive-Indie, Checked the import on 2020.3 and am seeing this issue too. Packed the built in version using 2018 so it is probably a breaking some where in the conversion to 2020. I will be working on an update and try to get this fixed. When I do I will send a PM with the fix.

    Also the promotion terrain island scene is supposed to be like that. Is setup for testing with VS and the included VS Pro Biomes. You can of course still use the terrain but need to setup the textures and terrain placement.
     
  10. Emursive-Indie

    Emursive-Indie

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    Thank you Asset look amazing
     
  11. Baldinoboy

    Baldinoboy

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    Hey all,

    Working on the update still. Just stuff going on and slowing down my progress on it. Aiming to get it out this next week. If you are having shader breaking issues like in latest URP or HDRP though message me and I will get a fix your way.
     
  12. Baldinoboy

    Baldinoboy

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    Hi again,

    Just a quick update. Reason for the update taking a while is I am working on the extra shaders for the Forgotten Ravine demo scene. SRP water and waterfall shaders have been requested a lot so I made new shaders for them and am converting them for URP & HDRP.

    Here is a screenshot of them in URP-
    TFP_URPShaders.jpg

    There is still clipping issues between the water shaders but I am not sure a fix to this but at least there is a waterfall and the ponds again.

    Having a lot of issues with the shaders in HDRP so trying to figure that out. Once that is done I will create the additional SRP versions and get the update up.
     
    Runemark likes this.
  13. Baldinoboy

    Baldinoboy

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    1.3.2 update is up

    New in 1.3.2:
    *HDRP10, URP10 & URP11 support added
    *Demo water & waterfall shaders remade and support added in SRPs
    (shaders do not look as good in HDRP because of bugs)
    *Custom Detail Shader for Rocks in URP
    *Removed Asset Bundle & Tags to fix past issues from them
     
    hopeful likes this.
  14. edub101

    edub101

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    Hello. I'm using Unity 2020.3.13 LTS, and after loading TFP into a URP template new project, and unpacking the URP10 package, I get compiler errors. Did I do something wrong?
    upload_2021-7-2_7-12-10.png
     
  15. Baldinoboy

    Baldinoboy

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    Hi @edub101, Sorry you came across this issue but thank you for messaging me on it.

    What version of URP are you using in this project? Might need the URP11 package unpacked instead of the URP10 package.
     
  16. edub101

    edub101

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    Looks like I'm using URP version 10.5 (which is the default that unity installed using the URP template). I'll try the URP 11 package and see if that helps.
     
  17. Baldinoboy

    Baldinoboy

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    Hi @edub101, Were you able to test the URP 11 package? If it is not working will take a look and see if there is a fix we can do for URP 10.5.
     
  18. edub101

    edub101

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    I installed the URP 11 package over the faulty one, and it fixed the compiling errors, but the shadows or ambient occlusion was not correct for the underside of the leaves (I assume because I was using URP 10.5). I then installed the URP 10 package over the URP11 package, and the compiling errors are gone. The shadowing looks better too, but still somewhat pixelated with overly-dark leaf undersides--I think I just have to mess with some post process effects or settings to make it look better. So I think things are ok for now! I'll chime in again if things go haywire.

    Edit: I do experience pixelated, flickering shadows on the underside of the leaves, and on the ground in URP v. 10.5. Can you recommend a fix?
     
  19. Baldinoboy

    Baldinoboy

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    Can you send some screenshots of the issue? Also could you select the CTI_Leaves shader and see if there is any errors showing up in the inspector for the shader? Will send any info to the shader dev and see what can be done to fix the issue.

    Might also be a bug from having URP 10 - 11 and then back to 10. Especially if you did not see those issues before trying URP 11. I have the screenshot of the original errors you sent before so will send that to the shader dev too.
     
  20. Baldinoboy

    Baldinoboy

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    Hi @edub101,

    The shader dev said it looks like an import issue. First thing I am wondering. You do not have Custom Tree Importer in your project do you? Just checking as that could be an issue.

    More likely the fix of the issue. Can you delete the CTI Runtime Components folders in Assets\TFP\_Standard\0_Extra

    All the TFP assets will turn pink but then you can reimport the URP_10 package and see if that gets the shading right and gets rid of the errors.
     
  21. Minzie

    Minzie

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    @Baldinoboy I'm interested in this asset. Can I know if this asset is compatible with The Vegetation Engine and Nature Renderer?
     
  22. Baldinoboy

    Baldinoboy

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    Hi, Thank you for contacting me with your question on my pack!

    Not sure about Nature Renderer. Not talked with the devs about CTI shader compatibility. My package is mostly trees though and currently Nature Renderer only handles the rendering for terrain detail(groundcover). Will check with them though on CTI shader support for the groundcover assets.

    Have not used The Vegetation Engine myself in a long while but talked with the dev some time ago and he does have me under the Compatibility list. The Vegetation Engine does have a converter which should convert any TFP asset to work with the right shaders.

    Let me know if you have any other questions.
     
  23. Minzie

    Minzie

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    @Baldinoboy Thanks. Another question, can I know the items in details that I will be getting (tree name & props mentioned)? I would also want to ask how to change the texture to my own?
     
  24. colin_young

    colin_young

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    @duminju1990 You can view the contents of the package on the asset store under the "Package Content" tab. The prefabs are found under the Imports folder.

    I am using this asset with TVE and Vegetation Studio (standard, not pro) and it looks fantastic. Performance is also very good under URP on my not exactly high-end graphics (MacBook Pro 16) without having spent any time at all optimizing my scene.
     
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  25. Baldinoboy

    Baldinoboy

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    Thank you @colin_young!

    Like he said you can check the Package Content on the Asset Store page-

    https://assetstore.unity.com/packages/3d/environments/tropical-forest-pack-49391#content

    Can check under _Standard > 2_Prefabs to see the categories of the included prefabs. Then go into each category to see each asset. Unfortunately the preview that comes up on the page for most of them is pink or black, even for assets using the Standard shader. Not sure if that is an issue on my end or the asset store, but you can see the overall shape to compare with the videos and screenshots.

    Changing the textures with your own is not too simple because most of the assets share the atlas with other bark parts or leaves. So for all but the Jatoba bark material it would be a matter of loading a texture into the current assets UVs, which can be difficult unless you are familiar with the process.
     
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  26. Minzie

    Minzie

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    @colin_young @Baldinoboy Great! Thanks alot for your info! I never knew I could see & view it in asset store like that :)

    Ah I see.. I'm just newbie learning. So I'll just stick with original one. Thanks a lot for explaining. Gotta grab your asset soon!
     
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  27. Baldinoboy

    Baldinoboy

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    Yeah that is a cool feature they have in the store. Let me know if you have any other questions.
     
    Minzie likes this.
  28. Rowlan

    Rowlan

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    Having fun with the upcoming Crocodile from Malbers with my favorite Assets. Here's the Tropical Forest Pack edition :)

    tfp 1.jpg
    tfp 2.jpg
    tfp 3.jpg
    I'd love to experiment in a more moist and swampy environment, so more incoming later. Enjoying it so far :)
     
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  29. Baldinoboy

    Baldinoboy

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    Very cool @Rowlan, thanks for sharing! That is a really awesome crocodile model!
     
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  30. warthos3399

    warthos3399

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    Love the asset, best available, used in my last game, but 1 question, wheres the documentation?, a readme just doesnt cut it. Theres no documentation on the asset store post, or here on the forum. Im interrested in AFS/ATG, and theres nothing about it anywhere, that i can find...
     
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  31. Baldinoboy

    Baldinoboy

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    Hi @warthos3399, Thank you for messaging on it and glad you like the pack.

    I just never got to do documentation. Did not think it would be needed for an art asset and did video tutorials for the package itself instead. With AFS/ATG the documentation would be on those assets end for using the AFS/ATG ready assets.

    Unless AFS/ATG changed any vertex requirements for wind it should still be a simple application of the shaders and using the Foliage_AFS map along with the color map in the material. Assets ready for AFS/ATG are in-

    Assets\TFP\_Standard\2_Prefabs\GroundCover\AFS_ATG

    It is not all the assets as it requires a single material for the model, which most of the trees use 2 materials. So it is mostly just the ground cover models that it will work with.
     
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  32. warthos3399

    warthos3399

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    Big thanks for the info, and your hard work on the pack :)
     
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  33. spikezart

    spikezart

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    Hi Baldinoboy, I've been using TFP for a few months now but have ignored a shadow flickering effect until its now really annoying me :)

    What happens is that as my character walks around the terrain the palm's shadow on themselves and in the leaves (not on the ground) flickers on and off.

    I'm trying to isolate the issue but have had no luck. Ive changed shading to linear, player settings and added the deferred shaders which I think is correct but is a bit different now to when you did the config video a few years ago now (see below). In the image below you can see also that the palms aren't showing any shadow in the palms themselves, this flickers on and off and only with the four tree objects I am using in the TFP, which are:
    -CoconutPalmTree01_LOD
    -CoconutPalmTree02_LOD
    -BananaTree01_LOD
    -BananaTree02_LOD

    Unity version is 2020.3.31f1 using URP

    Any suggestions gratefully received.

    Screenshot 2022-06-13 at 13.05.04.png
     
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  34. Baldinoboy

    Baldinoboy

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    Hi @spikezart,

    Thank you for messaging with this issue! I have seen this before and it was because of compatibility with the version of CTI URP shader and the version of URP. Which URP package version in the TFP did you unpack for this project? I recommend backing up the project before testing but try deleting the TFP folder, re-import it, and then unpack the URP_10 or URP_7 depending on which you currently have unpacked, just unpack the other.

    Also I do not think it would break anything but you can remove the CTI Deferred shaders from the Built-in shaders since that would be for the Standard shading and not URP.
     
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  35. spikezart

    spikezart

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    Thank you! Ive done this and loaded URP_7 and Im reasonably sure the shadow flicker has gone.

    The banana trees strangely are showing pink in LOD0 in the terrain but when I open the prefab it is fine.

    Any suggestions gratefully received as usual.

    Here's the red error message I get:

    Shader error in 'CTI/URP LOD Bark': 'InitializeStandardLitSurfaceData': output parameter 'outSurfaceData' not completely initialized at Inputs.hlsl(200) (on metal)

    Compiling Fragment program
    Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
    Disabled keywords: FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LOD_FADE_CROSSFADE SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_FULL_HDR UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MIXED_LIGHTING_SUBTRACTIVE _NORMALIZEBRANCH _NORMALMAP _SHADOWS_SOFT
     
  36. Baldinoboy

    Baldinoboy

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    @spikezart,

    Glad the flickering is fixed. Let me know if you see it coming back.

    Again remember there being this issue with the banana trees. Do not think it is the shader thing but just a setup issue on my end. I will send a package fix to try out in a private message.

    Do not thing any of those errors are CTI shader related. Possibly a lighting extension.
     
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  37. spikezart

    spikezart

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    Looks like it is LOD2

    LOD0 and LOD1 have CTI/URP LOD Bark and Leaves shaders but LOD2 has just CTI/LOD Bark and Leaves Screenshot 2022-06-13 at 17.07.58.png
     
  38. Baldinoboy

    Baldinoboy

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    Strange. Is still using the standard Unity shaders.

    You could change this on your end but changing the shaders to CTI_URP Bark & Leaves respectively and apply the maps. You do not have to though as I sent a package in a private message to fix this automatically. If it does then if anyone else has this issue just PM me and I can send this fixed file.

    Must have been an upload or packaging issue since I would have noticed if a tree was pink when making the package. Will fix this in a future update.
     
  39. spikezart

    spikezart

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    Ive changed LOD2 to match LOD0 and LOD1, saved / closed and reopened the project again and now its fine.
    I'm pretty sure your suggestion has fixed my flickering, I can see the shadows are much more accurate already.

    Thank you very much for your quick response. Your asset is such a beautiful piece of work. I had no idea how complex it is to create something like this.

    Thanks once again.
     
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  40. Baldinoboy

    Baldinoboy

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    Glad it is working!

    Thank you! Glad you like the pack. Let me know if you have any other issues or questions on the pack.

    Cheers!
     
  41. spikezart

    spikezart

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    Hey Baldinoboy, Just wondering if we can go back to that red error message I posted above.

    ( Shader error in 'CTI/URP LOD Bark': 'InitializeStandardLitSurfaceData': output parameter 'outSurfaceData' not completely initialized at Inputs.hlsl(200) (on metal) .....)

    Its the only red error I am currently getting. I'm working through possible reasons why my project won't compile so it would be good to get this resolved / crossed off in that process thanks.
     
  42. Baldinoboy

    Baldinoboy

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    Hi @spikezart, Sorry I did not see that error in your earlier post. Was just reading the full list and did not see it above.

    I messaged the shader dev on it. Not able to recreate the error on my end but will let you know when I hear back from him.
     
  43. Baldinoboy

    Baldinoboy

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    Talked to the shader dev and he said-

    the urp7 shaders are not supported. he will have to use the latest ones. or initilize it: outSurfaceData = (SurfaceData )0; at the beginning of: InitializeStandardLitSurfaceData

    So URP 7 is not supported in that version of unity so those shaders will put out errors. Can either make that code edit, which I am illiterate when it comes to code, or try again deleting the TFP folder, reimporting Tropical Forest Pack, and then unpack the URP_10 package. If you are still seeing the shadow issue like you were before we might even need to use the URP_11 package. I am just not sure where the cutoffs are for the SRP versions since they are similar but can have major changes as a minor update.
     
  44. spikezart

    spikezart

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    OK thanks Baldinoboy, I'll see how that goes. Thanks once again.
     
  45. Baldinoboy

    Baldinoboy

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    Hi @spikezart, Were you able to get it working okay without build errors?
     
  46. cuttinged

    cuttinged

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    I'm getting completely transparent vegetation in Unity 2021.3.5f1 it's using the CTI shaders and when I change to URP shaders they show up. I loaded the URP_11 package . Veg Studio Pro 1.4.9, and Enviro. I'd like deferred indirect rendering to work but have had problems with it and never could get wind to work either, so I'd like to try those with the CTI shaders. Not sure if there is something I missed or other package I should install or if I need to manually change all the shaders to URP?
     
  47. Baldinoboy

    Baldinoboy

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    Hi @cuttinged,

    Not sure exactly the issue. Are you having the issues with TFP trees in URP, compatibility issues with VS Pro, or trying to get other vegetation working with the CTI shaders?

    I may be wrong but do not think CTI shaders support instanced indirect.
     
  48. cuttinged

    cuttinged

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    Ok. All the objects are transparent from TFP. Rocks Trees, bushes. I'll see if I can convert them to Unitys shaders reimport TFP. I'm using the TFP vegetation with Vegetation Studio Pro but even before I put them into VSP they are all transparent. They are using CTI shaders but seem to work with URP shaders.
     
  49. Baldinoboy

    Baldinoboy

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    Oh okay, strange. The rocks and trees use different shaders so not sure why they would both break the same.

    Recommend deleting the TFP folder, reimporting it, and then unpack the URP_11 package again.

    What version of URP are you using in this project? Will do some testing on my end to see if it is just a newer version of URP that the shaders are not working with.
     
  50. cuttinged

    cuttinged

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    Unity 2021.3 I think gaia 2 was incompatible and messed up a lot of things. I got gaia 2021 and put Enviro, Gaia, and VegStudio Pro into a scene and Tropical Forest Pack shaders and vegetation are fine. I don't think it's anything on your side but I don't know what caused it. Thanks.