GPU-accelerated procedural tree generator for Unity 6. Real-time preview, HDRP & URP shaders, trunk flare, roots, foliage, wind animation, billboard LOD, one-click FBX/Prefab export. Compute Shader.Requirements: GPU-only — requires NVIDIA RTX 2060 Super or equivalent as minimum. Compute Shader support (DX11/DX12) is mandatoryGPU-Accelerated Procedural Tree GeneratorTree Creator Pro is a powerful, GPU-accelerated procedural tree generation tool for Unity 6. Design stunning, realistic trees entirely inside the Unity Editor with real-time preview, full HDRP and URP support, and a one-click export pipeline.Built from the ground up with Compute Shaders and a modular architecture, Tree Creator Pro generates complex trees with trunks, multi-level branches, roots, fronds, foliage, flouers and fruits — all at interactive framerates, even for high-poly meshes.Included Assets:14 pre-built tree presets, diffuse/normal/mask textures for bark and foliage, leaf texture atlases for foliage meshes, demo scene, and full documentation.Key FeaturesGPU-Powered GenerationEntire tree generation runs on the GPU via Compute Shaders — Catmull-Rom spline interpolation, mesh generation, branch welding, UV mapping, and wind data baking. Real-time preview updates as you tweak parameters.Modular Node HierarchyBuild any tree species using a layered system: Trunk → Branches (up to 5 levels deep) → Roots → Foliage (Leaves, Flowers, Fruits). Each module has independent distribution, shape, and physics parameters.Advanced Spline PhysicsEvery branch and root is driven by Catmull-Rom splines with gravity, stiffness, and sun-seeking simulation. Control the organic feel with crinkliness, curvature, and randomized growth patterns.HDRP & URP Shader SetsShips with 7 custom shader pairs for both HDRP and URP: Bark with GPU Ambient Occlusion, Foliage with translucency and double-sided lighting, Frond shaders, and Billboard LOD shaders. Automatic pipeline detection and shader remapping via MaterialManifest system.Trunk Flare & Root SystemRealistic trunk flare blends smoothly into procedural root geometry. The flare system works independently — visible even when the roots module is disabled.Complete Export PipelineOne-click export generates: FBX mesh, Unity Mesh asset, Prefab with materials, LODGroup with automatic billboard LOD, and wind animation data baked into UV channels. Ready for scenes and Unity Terrain.Billboard LOD SystemAutomatic 8-angle billboard atlas generation with diffuse and normal maps (heightmap-to-normal via Sobel filter). LODGroup configured with cross-fade for seamless distant rendering.Foliage DistributionMultiple distribution modes — Random, Alternate, Opposite, Whorled — with per-branch frequency control, parent-length dependency, and support for Leaves, Flowers, and Fruits as separate foliage types.Frond GenerationPalm-like fronds generated along branches with configurable count, width, rotation, and start/end coverage. Dedicated frond shaders with proper alpha and double-sided rendering.Vertex Wind AnimationGPU-baked wind data stored in mesh UV channels. Per-vertex wind weights based on spline hierarchy for natural trunk sway and branch/leaf flutter.Adaptive Mesh TessellationCurvature-based adaptive subdivision respects a configurable polygon budget. Tiered budget allocation prioritizes trunk and primary branches for optimal polygon distribution.GPU Branch WeldingSmooth branch-to-parent junctions via GPU ray-triangle intersection and collar projection. Eliminates visible seams at branch attachment points.Arc-Length UV MappingPaint-roller UV unwrapping ensures constant texture density across the entire tree. No stretching on trunks, no compression on thin branches.Configurable Poly BudgetSeparate polygon budgets for editor preview and final export. Fine-tune the preview/performance tradeoff during editing, then export at full quality.Non-Destructive WorkflowAll tree data stored in ScriptableObject assets. Regenerate, tweak, and re-export at any time without losing your configuration.RequirementsUnity 6000.3+HDRP or URPGPU with Compute Shader support (DX11/DX12/Vulkan) (RTX 2060 min)Docs and hard math via chat in Opus 4.6



