Real Trees — Procedural Trees, Forests & Scatter with Volume LODs (URP)
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28 realistic tree and shrub species for Unity 6 URP: volumes that hold up to 2 km, real LOD0 meshes up close at Ultra, planted by rules into rows, alleys, groves and whole valleys.URP only: built and tested on Unity 6000.3.21f1 with URP 17.3 (Universal 3D template, Linear colour space). Built-in RP and HDRP are not supported. No compute shaders; the ground cover needs Graphics > BatchRendererGroup Variants = Keep All in a player build (menu command included).Plant a believable forest in Unity 6: 28 tree and shrub species, from Scots pine and silver birch to olive, baobab and coconut palm, that hold up from three metres to two kilometres, planted by rules into rows, alleys, shelterbelts and groves with understorey and ground cover. Every tree is drawn as a baked volume at any distance and as a real leaf-and-bark mesh up close. For the Universal Render Pipeline (URP) in Unity 6.3 (6000.3.21f1).28 species, five ready scenes- Temperate, boreal, Mediterranean, mountain, savanna, desert and tropical-coast trees and shrubs: poplar, birches, oaks, pines, spruce, larches, olive, mastic, baobab, acacia, kapok, gumbo-limbo, coconut palm, she-oak, sea grape, mangrove and more. Each species has four seed variants, a baked volume bank in two sizes, bark and leaf maps and its own rules asset. The full list is at the end of this description.- Scenes: Poplar Alley, Birch Grove, Oak Meadow, Pine Stand and Tree Fleet, a 1.2 km valley with a stream, a road and a ridge, planted with 8 665 trees and a distant ring of more.One tree, every distance- Volumes everywhere. Each tree is a six-axis lit 3D density volume, ray-marched in a shader on an instanced proxy cube: no compute shaders, no structured buffers. Crown shadows over the whole volume range (to 2 km at High and Ultra), light-probe ambient, forward translucency and three wind layers are included.- Natural variety. Every main branch carries its own slight hue and brightness shift and the crown runs from a sunlit top to a deeper interior; a shared multi-scale tint keeps a forest from looking stamped. Trees can lean.- LOD0 up close (Ultra tier, desktop). The tree is grown from its species rules and a seed when the scene loads (time-sliced over the first seconds): bark tubes and alpha-cutout leaf or needle cards in one mesh of at most 50 000 vertices, out to 80 m with a 20 m dither hand-over to the volume.- Trunk meshes baked into each bank keep the near trunk solid between the two ranges.Plant by data, not by hand- Planting rules are plain JSON: rows, two-sided alleys along a path, shelterbelts on a field grid, groves with glades, and scattered single trees by density.- The density law thins and scales trees by local density (0.45 to 1.05 of nominal height, floor 0.45), so a dense stand never looks like a copy of an open row.- Understorey shrubs under and beside the crowns, plus ground cover (thickets, deadfall, leaf litter) drawn through a BatchRendererGroup in about 20 draw commands.- Same rules and same ground give the same trees.Quality tiers with real options- Tiers Web, Medium, High and Ultra, switched in one call. Auto picks Web on WebGL and on phones and tablets, High on desktop.- On desktop the High banks are BC7: 24 MiB of GPU memory per species instead of 96 MiB. Measured on the oak against the uncompressed bank, SSIM is 0.972, 0.988 and 0.990 at 10, 30 and 100 m. Uncompressed and half-compressed modes are one setting away (Project Settings > Real Trees Volumes).- A TreeQualitySettings asset sets volume resolution, LOD0 on or off, trunk distance and march steps per tier.- Derived-light banks: the two light textures are rebuilt from the density at import, which keeps the package files small.Grow your own from rules- A TreeSpeciesRules asset plus a seed grows one tree in the engine (TreeGraphTree), with LOD meshes and wind. TreeBeltRuntimeSource can generate the far volumes at scene load instead of shipping a bank.AI Ready. Built to be driven by AI coding agents as well as by hand. Documentation/AGENTS.md gives Claude Code, Codex, Cursor or a Unity MCP bridge the exact entry points: the TreeBelt, TreeQuality and TreeQualitySettings components, the planting rules as plain JSON data (TreeScatterRules, with sample presets for an alley, a grove, a meadow, a pine stand and a whole valley), the Tools > Real Trees menu commands, five task recipes, and a verification step (TreeScatterEditor.Apply and TreeBeltLod0Batch.Verify print RTREES|SCATTER and RTREES|LOD0VERIFY lines), so an agent can plant, tune and check trees without guessing.Built for your code- Public C# API: TreeBelt (instances, quality, look, wind, trunk colliders), TreeQuality.SetTier, TreeScatter / TreeScatterEditor.Apply, TreeRuntime, TreeUndergrowth. Trees are drawn by TreeBelt components, not by prefabs or Unity Terrain tree instances.- Log lines with a stable RTREES| prefix for every stage.Honest limits- URP only. Built-in RP and HDRP are not supported.- Tested on Windows desktop (Editor and player). No tests on phones, tablets, consoles or WebGL builds of this version; Auto picks the Web tier there.- The species banks are baked offline with a Houdini generator that is not part of this package. You can plant, tune and quality-tune every shipped species and grow new trees from TreeSpeciesRules, but a new baked bank needs that generator.- Trees are volumes and generated meshes, not editable models: there are no tree prefabs or FBX files.- Ultra builds its LOD0 cards after the scene loads (time-sliced over a few seconds on a typical scene), then keeps them for the session.Textures and data- Bark and leaf maps are original AI-generated textures (see the AI disclosure); no photographs, scans or third-party textures.- Tree proportions were checked against published allometry while the species were tuned; the package contains no third-party tree data.SupportQuestions and bug reports: cgteamorg@gmail.com. Please include your Unity version and the log lines that start with RTREES|.If Real Trees helps your project, a rating on the Asset Store helps other developers find it. It is optional, and nothing depends on it.More from this family- Real Earth Planet — real-world terrain, roads and railways generator: https://assetstore.unity.com/packages/tools/terrain/real-earth-planet-real-world-terrain-roads-railways-generator-412072- Real Horror Hospital — procedural hospital and asylum level generator: https://assetstore.unity.com/packages/tools/level-design/real-horror-hospital-procedural-hospital-asylum-horror-level-gen-415078Species in this version- African baobab † (Adansonia digitata): bottle tree, deciduous; tropical savanna africa.- Bilberry † (Vaccinium myrtillus): shrub, deciduous; boreal taiga fennoscandia.- Caribbean pine † (Pinus caribaea): tree, evergreen; tropical seasonal caribbean.- Coastal she-oak (Casuarina equisetifolia): tree, evergreen; tropical beach coast.- Coconut palm † (Cocos nucifera): palm, evergreen; tropical beach coast.- Common hawthorn (shelterbelt shrub habit) (Crataegus monogyna): multi-stem shrub, deciduous; temperate broadleaf eurasia.- Dahurian larch (Larix gmelinii): tree, deciduous; boreal taiga siberia.- Downy birch (Betula pubescens): tree, deciduous; boreal taiga fennoscandia, tundra alpine.- European larch (Larix decidua): tree, deciduous; temperate conifer mountain.- Gumbo-limbo (Bursera simaruba): tree, drought-deciduous; tropical savanna, tropical monsoon, tropical rainforest margins, hot semi-arid coast, humid subtropical (South Florida).- Holm oak (Quercus ilex): tree, evergreen; mediterranean.- Inkberry shrub (beach, coastal) (Scaevola plumieri): shrub, evergreen; tropical beach coast.- Kapok tree † (Ceiba pentandra): tree, deciduous; tropical moist lowland, tropical seasonal caribbean.- Lombardy poplar 'Italica' (Populus nigra): tree, deciduous; mediterranean, temperate broadleaf eurasia.- Marabu / sickle bush † (Dichrostachys cinerea): multi-stem shrub, deciduous; tropical savanna africa, tropical seasonal caribbean.- Mastic tree (Pistacia lentiscus): shrub, evergreen; mediterranean.- Mountain pine (Pinus mugo subsp. mugo) † (Pinus mugo): multi-stem shrub, evergreen; temperate conifer mountain.- Nilgiri champak (Magnolia nilagirica): tree, evergreen; montane cloud forest.- Norway spruce (Picea abies): tree, evergreen; boreal taiga fennoscandia, temperate conifer mountain.- Olive † (Olea europaea): tree, evergreen; mediterranean.- Red bushwillow (Combretum apiculatum): tree, deciduous; tropical savanna africa.- Red mangrove † (Rhizophora mangle): tree, evergreen; mangrove coast.- Scots pine (Pinus sylvestris): tree, evergreen; boreal taiga fennoscandia, temperate conifer mountain.- Sea grape (Coccoloba uvifera): tree, evergreen; tropical beach coast.- Siberian dwarf pine † (Pinus pumila): shrub, evergreen; boreal taiga siberia.- Silver birch (Betula pendula): tree, deciduous; boreal taiga siberia, temperate broadleaf eurasia.- Umbrella thorn acacia † (Vachellia tortilis): tree, drought-deciduous; hot desert, tropical savanna africa.- White oak (Quercus alba): tree, deciduous; temperate broadleaf n america.28 species, all included in this version. Table state: 2026-11-03.† Proportions tuned from botanical literature where the Tallo tree allometry database has few or no records.- Built and tested on Unity 6000.3.21f1 with URP 17.3 (Linear colour space), and URP only: Built-in RP and HDRP are not supported.- Tested on Windows desktop (Editor and player). Web tier: 64³ banks without compression for WebGL 2 and for phones and tablets (selected by Auto); not tested on devices.- Volume banks per species: High 128³ (BC7 on desktop, 24 MiB of GPU memory) and Web 64³ (RGBA32, 12 MiB), four seed variants each; low shrubs 32³ / 16³. 28 species. Bark maps 2048², leaf atlases 1024² (PNG; Unity compresses them on import).- Near LOD0 (Ultra tier, desktop only): at most 50 000 vertices per tree, alpha cutout, out to 80 m with a 20 m dither; built at load, time-sliced.- Shaders: Real Trees/Tree Volume, Tree Graph, Tree Graph (BRG), Tree Impostor, Tree Mesh, Tree Shell, Tree Belt Strip and Undergrowth Tone (forward, shadow caster, depth and depth-normals passes where they apply). No compute shaders. The ground cover needs Graphics > BatchRendererGroup Variants = Keep All in a player build (menu command included).- Editor: Tools > Real Trees (Add Tree Graph Tree, Import Volume Bake, Bake Trunk Meshes Into Banks, Convert Volume Bank to Derived Light, Keep BatchRendererGroup shader variants), Create > Real Trees (Tree Species Rules, Tree Quality Settings, Tree Volume Bank, Forest Layout), Project Settings > Real Trees Volumes.- Documentation: Documentation/AGENTS.md (guide for people and AI agents) and Documentation/Trees.md (design and measurements).- Package size: 784.1 MB (822141854 bytes). Everything is under Assets/RealTrees (Trees = runtime, editor, shaders, species, banks, ground cover; Samples = the five scenes; Documentation).AI was used to make the bark and leaf textures, and as a development aid for code and documentation. No photograph, scan or third-party texture is shipped.- Bark and leaf maps of all 28 species, and the ground and grass layers of the Tree Fleet sample, started as images generated with Krea 2 Turbo (text-to-image) on the publisher's own render farm, were enlarged with ESRGAN x2 (an upscaler, no diffusion) and were converted into tileable PBR maps (albedo, normal, mask, translucency) by the publisher's own deterministic scripts. No image-editing model touched the shipped pixels. The generation records (model, seed, prompt, file hash) are kept by the publisher.- Ground-cover textures (thicket card atlas, far thicket atlas, leaf litter) are made the same way from Krea 2 Turbo leaf atlases plus procedural strips and renders of the package's own procedural thickets.- Tree geometry is procedural: the branch graph, leaves and meshes are grown by the package's own code from species rules and a seed. The baked volume banks are rendered from that geometry.- Tree sizes were checked against the Tallo global tree allometry database (Jucker et al. 2022, Global Change Biology 28: 5254–5268) while the species were tuned. No Tallo data is shipped in the package.- Code and documentation: written with AI coding assistants and reviewed and tested by the publisher (Unity batch checks, parity checks between the Houdini generator and the engine, in-player runs).- The store screenshots and videos are renders and recordings of the package running (the Unity Editor and player, and the publisher's Real Earth Planet using these trees), with captions added. The key art and video posters are laid out from those renders.


