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Billboarding leaves done

I have done billboarding leaves. Also materials reflect correctly culling attributes provided from SpeedTree modeler, so leaves are rendered from back and front sides and branches from back side only. At the moment I cannot finish shaders for trees and gr

Issues with native plugin

I continue working on UnitySpeedTree and I have found issues with using native plugin. Some materials are wrongly mapped when camera angle is changing or when sun is moving. Also there are issues with cutting objects rendered by native plugin in some refl

Rendering with DrawMesh

Here is the first result of rendering SpeedTree through Unity Graphic.DrawMesh functionality. The result is not same as provided by SpeedTree code, because for now I used some simple shader. Trees are static so there is no wind yet. I have implemented le

Replacing Unity trees with SpeedTree

One feature of UnitySpeedTree will be replacing trees in existing scenes. I implemented this feature which replace all trees placed on terrain by Unity terrain tool, so users can easilly upgrade their own levels to UnitySpeedTree vegetation system. I trie

SpeedTree cannot be implemented via native plugin

After contacting Unity support I am getting response about described issues previously posted. The native plugin renders geometry at end of frame when scene is completed. So it is not good idea to use it for rendering trees and grass. Also it is why trees

SpeedTree for Unity 5

Unity 5 has made integration of SpeedTree, see Therefore I have stopped working on my integration. Thank you.

Starting with native plugin integration

I have started to integrate SpeedTree into Unity engine one week ago. I am trying to integrate it through Unity low-level native plugin interface. Trees are rendered in scene, but with some material mistakes. Grass is rendered randomly, but with a wrong w