Vegetation Studio is a vegetation placement and rendering system designed to replace the standard tree and detail system in the Unity terrain component. Vegetation is spawned on the terrain based on a flexible set of rules, and controlled with both texture and polygon masks.
NEW in version 1.5.3 -Support for 2019.3 -Bugfixes
NEW in version 1.5.2 -Support for 2019.2 -Bugfixes
NEW in version 1.4 -UI improvements for VegetationItem selection -Bugfixes -Changes for 2018.2 compability
NEW in version 1.3 Speedtree vertex LODFade is now working on Unity 2018.1+ -Trees and objects can now be painted on the peristent storage. -New Gaia extention -See changelig for other changes and fixes.
NEW in version 1.2 -Support for Unity 2018.1 and Instanced GI -Direct integration with MapMagic, Landscape Builder, EasyRoads3D and Cascade.
Use your existing trees (SpeedTree, Tree Creator etc.), rocks and grass textures. Rendering is done using Unitys new Instancing and Instancing Indirect system. This means no overhead on culling and handling GameObjects. Vegetation Studio should work with most vegetation shaders that support instancing.
You create a Vegetation Package that references your selected trees and plants. Configure the spawn rules and apply this to a terrain. The same package can be re-used on terrains in multiple scenes. Any changes done to the rule set will update the terrain directly.
-Rule based vegetation -Manual paining system -API for 3rd party tools -Run-time masking system -Instanced rendering -Rule based splat map generation -Touch bend grass and plants -Universal billboard system -Collider system -Real-time editor updates -Multiple terrains/cameras -VR-Support and much more.
For full functionality Vegetation Studio requires graphics hardware with Shader Model 5.0 It can be used on Shader Model 4.5 with some reduced functionality