A decorated Christmas tree with a glowing garland, a wreath, a candle lantern, wrapped gifts and ornaments for URP. Realistic PBR, real scale, animated lights.Made and tested with URP 17.3 in Unity 6.3 LTS. Standard URP/Lit shader (alpha-clipped needles, linen detail maps, emissive bulbs, wax and flame) plus URP/Unlit for the flame; no custom shaders. Ornaments use built-in Mesh LOD (Unity 6.2+). Scripts are plain C# with no dependencies. Enable Bloom for the glowing bulbs. No Built-in or HDRP materials.Realistic Christmas decorations for the Universal Render Pipeline, made at real-world scale: a decorated fir tree whose light garland twinkles, a candle lantern whose flame flickers and throws soft moving shadows, an evergreen wreath, wrapped gifts and the ornaments to dress your own tree.What's inside- Decorated fir tree (1.8 m): light garland with warm bulbs, 23 red and gold glass baubles, linen bows, a gold star, a felt tree skirt and wrapped gifts- Undecorated fir tree with three LODs: needles from real 3D fir sprays baked onto alpha cards- Evergreen wreath on a twisted vine frame- Candle lantern: hinged door with glass, a candle with a flickering flame and a point light with soft shadows- Lidded gift box and three wrapped gifts (cream with a satin ribbon, cream with red dots, deep green with gold foil)- Glass baubles (cranberry and gold) with fluted caps, a stitched linen bow, a faceted gold star, a felt tree skirtScripts (C#, documented)- GarlandLights: steady, breathe, twinkle or chase; colour, brightness and speed; works in Edit mode- CandleFlicker: a living flame, flickering light, quivering shadows, glowing wax- HingedDoor: open and close the lantern's door from code or the InspectorCustomizable- The decorated tree is built from the pack's own prefabs: move, add or remove baubles, bows, gifts and the star, or dress the plain tree yourself- Garland colour, brightness, speed and mode, and the candle's flicker, are set in the Inspector- Every ornament is a separate prefab with its pivot where you hang or place itSuits- Cozy home and holiday interiors, winter levels and seasonal events in any genre, from first-person and adventure games to simulations, visualization and cutscenesQuality- Original, generic designs; no brands, logos or printed text- 2048 PBR texture sets (Base Color, Normal, Ambient Occlusion, Metallic/Smoothness), emission for the bulbs and the candle, a linen weave detail map on the bow- Tree LODs (21.5k / 5.3k / 1.7k triangles) and Mesh LODs on the ornaments and giftsReady to use- Prefabs with position 0, rotation 0, scale 1; front faces +Z- Colliders; lightmap UVs generated on import- A cozy-evening showcase scene with post-processing and baked reflectionsNumber of textures: 60 (PNG)Texture dimensions: 2048 x 2048 (most models, the needle card atlas), 1024 x 1024 (star, wreath frame, garland), 512 x 512 (linen weave detail)Polygon count (triangles):- fir_tree_decorated_a: garland 14 226 (+ the nested prefabs below)- fir_tree_a: LOD0 21 496 / LOD1 5 260 / LOD2 1 748- wreath_a: 10 080- lantern_a: 6 480- bow_a: 5 760 (Mesh LODs down to 768)- bauble_a, bauble_b: 4 320 (Mesh LODs down to 778)- gift_wrapped_a / b / c: 3 044 (Mesh LOD 1 534)- tree_skirt_a: 3 168- gift_box_a: 612- star_a: 532 (Mesh LOD 320)Minimum polygon count: 532Maximum polygon count: 21 496 (a single model; the decorated tree assembly is about 194k at full detail and lighter with Mesh LODs)Number of meshes/prefabs: 13 prefabsRigging: NoAnimation: No (scripted lights, flame and door)UV mapping: Yes (unique, non-overlapping for baked maps; lightmap UVs generated on import)LOD information: fir_tree_a has a LODGroup (3 levels); ornaments, gifts, star and garland use Unity Mesh LODTypes of materials and texture maps: URP/Lit PBR (Base Color, Normal, AO, Metallic/Smoothness; alpha clipping on the needles; Emission on bulbs, wax and flame; Detail maps on the bow); URP/Unlit for the flameScripts: GarlandLights, CandleFlicker, HingedDoor (C#, no dependencies)Scenes: Showcase (cozy evening room, post-processing, baked reflections)The 3D geometry, the high-poly detail used for baking, the fir-needle card atlas and the procedural materials were created by generator scripts that an AI assistant (Anthropic Claude, used through Claude Code) wrote under the publisher's direction; the publisher chose the designs and reviewed every model. All textures are baked from those procedural materials or computed by script; no AI image generator made any texture, and no third-party models, textures or scans are included. The reference sheets used to plan the designs were AI-generated images supplied by the publisher and are not part of the package. The scripts, scenes, store images, video, documentation and this text were made with the same assistant and reviewed by the publisher.







