Documentation
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AltTree
LOD Distances
Property: |
Function: |
LOD Distances |
The distance switching for LODs, Billboard and Culling. |
Property: |
Function: |
Is Object |
Objects do not have the Far Billboards. It is recommended to activate for the grass, flowers, stones and other small objects. |
Draw Plane Billboard |
Draw Near Billboard? |
Mesh Cross-fade |
Cross-fade for the transition "mesh to mesh" |
Billboard Cross-fade |
Cross-fade for the transition "mesh to billboard" and "billboard to mesh" |
Main Color |
The main color of the tree. |
Hue Leaves Random |
Hue leaves for planting. |
Hue Bark Random |
Hue bark for planting. |
Billboard MipMap Bias |
Mip map bias of the billboard texture. A positive bias makes a texture appear extra blurry, while a negative bias sharpens the texture. |
Billboard Normals MipMap Bias |
Mip map bias of the billboard normalMap. A positive bias makes a texture appear extra blurry, while a negative bias sharpens the texture. |
Density Objects Factor
Property: |
Function: |
Density Objects Factor |
Density Objects Factor. Set 0, that "Density Objects" has no effect on that object. |
Wind SpeedTree
Property: |
Function: |
Intensity |
Wind intensity factor for this tree. |
Configuration |
Status loading a configuration file: loaded / not loaded |
Load File Config |
Select and load the configuration file |
Wind TreeCreator
Property: |
Function: |
Intensity |
Wind intensity factor for this tree. |
Bending Coefficient |
Tree bending coefficient |
Turbulence Coefficient |
Tree turbulence coefficient |
GPU Instancing
Property: |
Function: |
GPU Instancing |
GPU Instancing. Recommended to activate this option for low-poly objects and trees, which are a large number on the scene (grass, flowers, shrubs ...). This option only affects for the mesh. For all the billboards, this option is always enabled. |
Colliders
Property: |
Function: |
Colliders |
Colliders for the meshes. |
Billboard Colliders |
Colliders for near billboards. |
PBR Settings
Property: |
Function: |
Leaves Specular |
A Specular color is used to control the color and strength of specular reflections in the material. This makes it possible to have a specular reflection of a different color than the diffuse reflection for instance. |
Leaves Smoothness |
Smoothness for Leaves. More information: docs.unity3d.com (Specular setup) |
Bark Specular |
A Specular color is used to control the color and strength of specular reflections in the material. This makes it possible to have a specular reflection of a different color than the diffuse reflection for instance. |
Bark Smoothness |
Smoothness for Bark. More information: docs.unity3d.com (Specular setup) |
Materials
Property: |
Function: |
Leaves |
Materials for leaves. |
Bark |
Materials for bark. |
Shaders
Property: |
Function: |
Shader Billboard |
Shader for Billboard |
Shader Billboards Group |
Shader for far Billboards Group |
Shader Billboard Antialiasing |
Antialiasing shader for generating billboard. |
Billboard Generation Settings
Property: |
Function: |
Antialiasing |
Antialiasing for generating billboard. |
Normalmap |
Normalmap for billboard. |
Size Texture |
Size billboard texture |
Ambient Mode |
Ambient Mode for generating billboard. |
Ambient Light |
Ambient Light for generating billboard. |
Ambient Intensity |
Ambient Intensity for generating billboard. |
Texture ImporterType |
Texture ImporterType for billboard texture |
FilterMode |
FilterMode for billboard texture |
MipMap |
MipMap for billboard and normalmap textures |
AnisoLevel |
AnisoLevel for normalmap texture |
Normal Scale |
Normal Scale for generating billboard. |
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