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Unity recognizes and imports SpeedTree Assets in the same way that it handles
other Assets. If you’re using SpeedTree Modeler 7, make sure to resave your
.spm files using the Unity version of the Modeler. If you’re using SpeedTree
Modeler 8, save your .st files directly into the Unity Project folder.
Make sure that Textures are reachable in the Project folder, and that Unity
automatically generates Materials for each Level of Detail (LOD). When you
select an Asset, there are import settings to tweak the generated GameObject
and attached Materials. Unity does not re-generate Materials when you re-
import them, unless you click the Generate Materials or Apply & Generate
Materials button. Therefore, it is possible to preserve any customizations to the
Materials.
Materials
The model importer has a Materials tab to improve the workflow for handling
SpeedTree Material Assets. See documentation on the Model Importer’s
Material tab page for more information.
Casting and receiving real-time shadows
To make billboards cast shadows correctly, Unity rotates billboards during the
shadow caster pass to make them face the light direction (or light position in the
case of point light) instead of facing the camera.
To enable these options, select the Billboard LOD level in the Inspector of a
SpeedTree Asset, check Cast Shadows or Receive Shadows in Billboard
Options, and click Apply Prefab.
The trees you paint on a Terrain inherit billboard shadow options from the
Prefab. Use BillboardRenderer.shadowCastingMode and
BillboardRenderer.receiveShadows to alter these options at runtime.
Known issues: As with any other renderer, the Receive Shadows option has no
effect while using deferred rendering. Billboards always receive shadows in
deferred path.
2019-03-26.
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