UP-Viagg-io/Viagg-io/Assets/Packages/Chestnut Tree Package
Dominik Gut f254593d57 update Grotto leveldesign with lightmapping 2025-01-21 14:44:20 +01:00
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Additional Content update Grotto leveldesign wip 2025-01-15 10:51:44 +01:00
Horse Chestnut Trees update Grotto leveldesign with lightmapping 2025-01-21 14:44:20 +01:00
Shaders update Grotto leveldesign wip 2025-01-15 10:51:44 +01:00
Additional Content.meta update Grotto leveldesign wip 2025-01-15 10:51:44 +01:00
Horse Chestnut HD prefabs.unity update Grotto leveldesign wip 2025-01-15 10:51:44 +01:00
Horse Chestnut HD prefabs.unity.meta update Grotto leveldesign wip 2025-01-15 10:51:44 +01:00
Horse Chestnut Terrain HD.asset update Grotto leveldesign wip 2025-01-15 10:51:44 +01:00
Horse Chestnut Terrain HD.asset.meta update Grotto leveldesign wip 2025-01-15 10:51:44 +01:00
Horse Chestnut Terrain.asset update Grotto leveldesign wip 2025-01-15 10:51:44 +01:00
Horse Chestnut Terrain.asset.meta update Grotto leveldesign wip 2025-01-15 10:51:44 +01:00
Horse Chestnut Trees.meta update Grotto leveldesign wip 2025-01-15 10:51:44 +01:00
Horse Chestnut original prefabs.unity update Grotto leveldesign wip 2025-01-15 10:51:44 +01:00
Horse Chestnut original prefabs.unity.meta update Grotto leveldesign wip 2025-01-15 10:51:44 +01:00
Readme.txt update Grotto leveldesign wip 2025-01-15 10:51:44 +01:00
Readme.txt.meta update Grotto leveldesign wip 2025-01-15 10:51:44 +01:00
Shaders.meta update Grotto leveldesign wip 2025-01-15 10:51:44 +01:00

Readme.txt

Horse chestnut tree package
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How to assign HD textures
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Unity's tree creator always creates a combined bark and leaf texture atlas at the size of 1024 by 1024 pixels.
In order to get crispier textures i manually created a 2048 by 1024 texture atlas - at least for the diffuse texture.
Unfortunately unity does not let us edit the originally created "optimized" materials nor does it let us create new materials using the built in optimized shaders (because they are "hidden").
Furthermore the new prefab workflow does not seem to serialize changes made to the assigned materials.

For all these reasons i created new HD tree prefabs using the following steps:
- create a new prefab
- copy the "tree" component from an existing tree (needed for the wind only) and empty all its content (trunk, branches leaves)
- add a mesh filter an mesh renderer component
- assign the desired tree mesh
- create 2 new materials, drag the "optimized bark" and "optimized leaf" shaders included in the package onto the materials in the project tab and assign the HD textures.
- assign the new materials
- assign a capsule collider

Once you have created the new (editable) materials you can delete the included "Shaders" folder.