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The tree must use the Nature/Soft Occlusion shader ?

Discussion in 'Universal Render Pipeline' started by iSleepzZz, May 24, 2022.

  1. iSleepzZz

    iSleepzZz

    Joined:
    Dec 23, 2012
    Posts:
    206
    Hi there I have 3 trees on my unity terrain and each tree is using the same material which is the shader:
    Universal Pipeline -> Lit

    However, I get warning messages pretty frequently stating:
    Code (CSharp):
    1. The tree Tree_Name must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
    2. UnityEditor.EditorApplication:Internal_CallGlobalEventHandler ()
    3.  
    However, I am very confused because I am using URP so if I change it to the Nature->Soft Occlusion Bark/Leaves then it will literally go all magenta like it has no texture (because now it's not URP).
    How can I fix this to get this warning to never come back?
    Thanks!
     
  2. Halo_Shrimp

    Halo_Shrimp

    Joined:
    Aug 27, 2021
    Posts:
    11
    You can set the shader as Universial render pipeline-Nature-Speed Tree
     
  3. aman_mehra

    aman_mehra

    Joined:
    Apr 14, 2022
    Posts:
    3
    Actually I can't find where is the shader setting for the tree.
     
  4. SteenPetersen

    SteenPetersen

    Joined:
    Mar 13, 2016
    Posts:
    104
    It's unclear from the warning message but you can remove this warning by adding LODs to the object in question, in the OPs case add an LOD group to the 'Tree_Name' object. If you wish to have a fast way of doing this consider using 'AutoLOD', its developed by Unity and works pretty well. Link to the repo is here, and you can import it through the package manager with the github link:

    https://github.com/Unity-Technologies/AutoLOD