The Vegetation Engine

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○ Unity Awards 2020


The Vegetation Engine won second place at Unity Awards 2020 • Best Development Tool! Huge thanks to anyone for their support and feedback!


○ The Vegetation Engine


The Vegetation Engine is a set of highly customizable vegetation and props shaders and powerful tools designed to unify any asset from the Unity Asset Store, Megascans, Speedtree, Tree Creator, and more, or custom models made by your team.


Enable high-quality wind motion, interaction, local wind, seasons, wetness, subsurface scattering, gradient and noise tint, perspective correction, camera distance fade, glancing angle fade, crossfade, size fade, top projection, and detail blending, and more, for all vegetation assets and props with Standard, Universal, or HD Render Pipeline!


○ The Converter


The Vegetation Engine comes with a one-click conversion workflow for 3rd party vegetation assets. Once converted, the assets are fully compatible with all features provided by the asset and will work in all render pipelines! The converter uses text-based presets with an easy-to-use but comprehensive API.


○ The Shaders


The Vegetation Engine includes highly customizable shaders compatible with all render pipelines. With feature parity between pipelines, switching to another render pipeline can be done at any time. With over 50 parameters, you can enable or disable features with the Amplify Base Function function!


○ The Elements


The Vegetation Engine comes with a comprehensive set of modular elements, used for motion and interaction with unlimited characters, motion flow, local wind, dynamic seasons, global overlay (snow, sand, dust), wetness, tinting, size control, and leaves amount with minimal performance impact!


○ The Layers


The Vegetation Engine comes with a new layers system for both the elements and the materials, so you can customize how each material is affected globally. Add separate season colorization for trees and grass or different interaction elements per material with an easy and intuitive layer system.


○ The Community


With constant updates and improvements, all BOXOPHOBIC assets are trusted by tens of thousands of game developers. Check out the above screenshots taken by our community, showcasing asset store and custom-made vegetation using the Vegetation Engine in various projects and render pipelines.


○ Compatibility


The Vegetation Engine supports the following Render Pipelines:

Standard Render Pipeline 2021.3+

Universal Render Pipeline 2021.3+ / 2022.3+ / 2023.3+

HD Render Pipeline 2021.3+ / 2022.3+ / 2023.3+


The Vegetation Engine supports the following modules:

The Vegetation Engine • Amplify Impostors Module

The Vegetation Engine • Mobile Shaders Module

The Vegetation Engine • Terrain Shaders Module

The Vegetation Engine • Terrain Blanket Module

The Vegetation Engine • Terrain Details Module

The Vegetation Engine • Terrain Elements Module


The Vegetation Engine supports the following 3rd party tools:

Amplify Shader Editor - Full shader editing support

Vegetation Studio Pro - Instanced Indirect support

Nature Renderer - Procedural Instancing support

GPU Instancer - Instanced Indirect support

Mega World Quadro Renderer - Procedural Instancing support

Vladislav Tsurikov Instant Renderer - Procedural Instancing support

DE Environment - Conversion for DE Environment

Magio - Interactive Effect Engine support (by Arctibyte OAVA)

Ignis - Interactive Fire System support (by Arctibyte OAVA)

Game Creator - Actions for TVE control (by RVR)

Enviro - Enviro to TVE control (by CatGamesStudio)


The Vegetation Engine supports vegetation created with the following tools:

Speedtree - Profesional vegetation creation tool

Broccoli Tree Creator - Powerful tree creation tool for the Unity

Unity Tree Creator - Built-in Unity tree creation tool

CTI - Advanced vegetation importer tool

TreeIt - Free vegetation creation tool

MTree (procedural setup) - Powerful tree creation tool for the Unity


The Vegetation Engine supports the following 3rd party vegetation assets:

Any Asset - User setup or Automatic setup

Quixel Megascans - All vegetation assets

Polyart Studio - Dreamscape Collection | NEW

Daelonik Artworks - All vegetation assets and props | NEW

Synty Studios - Biomes Nature Packs | NEW

Synty Studios - POLYGON - Nature Pack

SICS Games - Toon Fantasy Nature

SeedMesh Studio - All vegetation assets

Triforge - Real Landscapes Valley Forest

Raygeas - Stylized Forest / Azure/ Suntail Village

Aquarius Max - Stylized Trees and Foliage

Nature Manufacture - All vegetation assets

Manufactura K4 - Alien Forest / Coniferous Forest / All Tree Creator Assets

Staggart Creations - Stylized Grass / Fantasy Adventure

Visual Design Cafe - All vegetation assets

Angry Mesh - All vegetation assets

ALP8310 - Tree Creator assets only (Forest Environment not supported)

BK - Pure Nature Environment

Artkovski - The Illustrated Nature

Nicrom - Nature Hybrid Pack

Procedural Worlds - Gaia Pro Vegetation

TerraWorld - All vegetation assets

Goatogrammetry - All vegetation assets

BSP - Animated vegetation packages

IL.ranch - All vegetation assets

Forst - All CTI vegetation assets

Baldinoboy - All CTI and Tree Creator vegetation assets

Tobyfredson - Rocky Hills CTI vegetation assets

Infinity PBR - Book Of The Dead vegetation

Digifanter - Big Nature Pack

Mikael Gustafsson - All vegetation assets


○ Limitations


🞫 TVE is not a placement tool, it is a vegetation unification/detailing tool

🞫 TVE is designed to work with instancing, static batching support is limited

🞫 TVE is expensive for mobile, using the mobile module is recommended

🞫 Shader Model 4.5+ capable devices are required (Desktop / High-End Mobile)

🞫 Scalable Ambient Obscurance is not supported in Forward Rendering

🞫 Billboard Renderers from Speedtree7, Tree Creators, and CTI are not supported. Speedtree7 billboard faces are not supported!

🞫 Billboard shaders for VSP and GPUI will not work with the TVE features!

🞫 HDRP ray tracing and path tracing are not fully supported!

🞫 Only the latest LTS Unity versions are officially supported!


○ Disclaimers


The Vegetation Engine will not do a 1:1 conversion for the assets. Even if in most cases the converted prefabs will look similar to the original asset, depending on the original shaders, lighting can change, colors can change, various features could not work anymore and the wind animation will definitely be different. After conversion, material tweaks will be required!


This is not a vegetation spawner tool, but it can be used together with your favorite tools supporting instanced indirect such as Vegetation Studio, Nature Renderer, GPU Instancer, Mega World, or other placement tools like Microverse, Gaia, Map Magic, Terra World, etc...


The Vegetation Engine shaders can be heavy on lower-end hardware because many features are enabled by default. You can create your own shader versions using the Amplify Base Function, by disabling the features you don't need!


Read more about features and shaders below!


Release Notes


○ Upgrading


Using version control or backing up the project is always recommended before updating to a new version. Always delete the Vegetation Engine and Modules folders before importing the new versions and check the changes to see how they can impact your project! Recompile all the custom TVE shaders to get the latest improvements!


○ Requirements


Standard Render Pipeline: Unity 2021.3.0+

Universal Render Pipeline: Unity 2021.3.37+ / Unity 2022.3.25+ / Unity 6000.0.b16+

HD Render Pipeline: Unity 2021.3.37+ / Unity 2022.3.25+ / Unity 6000.0.b16+

Amplify Shader Editor: 1.9.3.3+ (for custom shader compilation only)


○ Version 12.6.0


Improvements

Shaders: Updated and recompiled the shaders based on ASE 1.9.3.3 improvements


○ Version 12.5.0


Features

Core: Added label on the Prefab script showing the preset used on conversion

Core: Added a basic tool for bug reporting

Core: Added warning in the converter tool when scene prefabs have overrides

Core: Added Clamp Negative Values converter action, useful to cut branch motion for roots

Terrain: Added support for metallic

Terrain: Added support for Global Alpha

Blanket: Added support for metallic terrain blending

Presets: Added include to get Shader Graph render settings

Shaders: Upgraded all shaders based on Amplify 1.9.3


Fixes

Core: Fixed converter not keeping mesh settings on user changes

Core: Fixed Assets Manager wrongly renaming some assets

Core: Fixed incorrect pipeline detection on installation in some cases

Terrain: Fixed layer 8-11 normal map not working properly


○ Version 12.4.0


Changes

Elements: Added faster elements sorting algorithm implemented by Morphy

Core: Locked properties are no longer copied when using the Copy Settings From Object option

Terrain: Added Alpha Clipping instead of holes to be consistent with the other shaders

Blanket: Added option to blend the terrain normals with the mesh


Fixes

Elements: Fixed Vertex Size elements not working with Shader Graph imported in BIRP

Mobile: Fixed mobile shader pivots not working properly

Terrain: Fixed terrain rendering with HDRP decals and render queue

Terrain: Fixed terrain vertex position when instanced in BIRP


○ Version 12.3.0


Changes

Terrain: The terrain package is no longer experimental but the script and shader have changed! All shader features are now moved from the script to the shader for easier usage. Unfortunately, all settings set on the script will reset and you will need to set them again on the terrain material!

Shaders: Moved all BIRP shaders to a vertex/frag template to be able to add keywords without increasing the compilation time and to improve performance. If you are using custom-compiled BIRP shaders, use the BOXOPHOBIC>The Vegetation Engine> Lit amplify template instead!

Shaders: Added better internal shader keyword naming, custom shaders will need to be recompiled to get the latest changes!


Features

Core: Added a new Material Upgrader window to be used after all modules are installed. The old way of upgrading materials via the Hub was not capturing some materials using module shaders when the modules are not installed due to missing shaders. The new window will be opened automatically when material upgrading is needed!

Blanket: Added full terrain blending support when using the Terrain Shader Module

Blanket: Improved the terrain to blanket normals calculation for seamless blending

Terrain: Unified the terrain shaders workflow, all features are now set on the material instead of compiling per-terrain shaders

Terrain: Added support for using mesh terrains, the control textures and layers can be assigned on the TVE Terrain script

Shaders: Added Show Active Keywords on the material to see the keywords in use


Fixes

Elements: Fixed Interaction Advanced elements removing grass with fast movement

Elements: Fixed inconsistent terrain height conform on Vulkan and GLES


○ Version 12.2.0


Changes

Core: The converter no longer adds Labels to the converted assets, but they can be searched by name/type


Features

Core: Added support to change the saving format on conversion. You can now specify where the assets are saved, what naming convention they use, and how they are saved on collect. The option is available in the Converter > Advanced Settings > OutputData or via presets! Check the documentation for more details!

Core: Added support for Collections. The collections are ready-made converted assets with tweaked materials, tweaked per-branch variation for higher-quality wind and they include prefabs with impostor LODs. More details coming soon!

Core: Added support for JasonBooth’s Foliage Renderer instanced indirect renderer in the Shader Manager

Core: Added support for VladislavTsurikov’s Renderer Stack instanced indirect renderer in the Shader Manager


Fixes

Shaders: Fixed wrong keywords added to the shaders for decals and SSR in HDRP


○ Version 12.1.0


Changes

Terrain: Redesigned the terrain script to be more extensible in the future. The settings will reset to default after updating and you will need to update the terrain shader using the Update Shader Buton!


Features

Core: The Collect Collected Data now copies the backup prefab as well to be able to reconvert collected prefabs if needed

Terrain: Added support for per-layer Triplanar, Stochastic, and Triplanar Stochastic texture sampling (updating terrain shader is required)

Terrain: Added debug info showing how many texture samples are used for the terrain shader

Terrain: The new materials and shaders are now organized in a folder called Terrains Data similar to how converted assets are saved

Shaders: Added support to invert the vertex occlusion when it is used as mask for overlay


Fixes

Blanket: Fixed global color not working properly when the terrain blending is enabled


○ Version 12.0.2


Fixes

Core: Fixed the terrain shader generation not working in some cases

Shaders: Fixed emissive keyword missing from the core shaders


○ Version 12.0.1


Fixes

Core: Fixed the Shader Manager not detecting the Blanket shaders


○ Version 12.0.0


Changes

Terrain: Redesigned the terrain script to generate a new shader per terrain to be able to only enable features you need without adding tons of keywords to the shaders. This new feature will allow enabling features like procedural texturing and triplanar per layer instead of on the entire terrain, greatly reducing the rendering cost! Check the Terrain Shaders: General Setup in the doc for more details!

Pipelines: Renamed the pipelines to match the unity version instead of the pipeline version for easier installation

Shaders: Inverted the Overlay Tilling to match terrain UV scale mode when the overlay textures are enabled


Features

Core: Made the Manager more robust by only allowing one manager to be enabled at any time and all elements are automatically assigned to the active manager. If an active manager is now present, all other managers will be disabled

Core: Added auto-detection for the current project render pipeline

Core: Updated Flora Instanced Indirect include path

Core: Added support to change the layer names for each element category individually (check the Core>Resources>Internal Layers file)

Core: Imroved the shader banner to show a yellow subtitle for the core shaders and a light-green subtitle for user-generated shaders

Core: Added support to duplicate the core shaders to be editable with Amplify Shader Editor when using the Shader Manager tool

Core: Added multiple visual improvements and fixes to the Shader Manager tool

Lite: Added support for Global Overlay to the free Lite shaders to allow publishers to create snowy sceneries

Lite: Added Octahedron Impostor shaders to the free Lite package to allow publishers to create impostor LODs

Pipelines: Added support for HDRP/URP 17+ with Unity 2023.3+ (Preview)

Elements: Added debug info showing if the elements are inside the global/render volumes

Shaders: Added support for 2 Main Colors to be used to color branches and leaves separately

Shaders: Added Emissive layer to the Impostor shaders (the texture baking is disabled by default)

Shaders: Added option to the Subsurface effect to ignore the main mask

Shaders: Optimized the Emissive layer if emissive is not used

Shaders: Optimized the Mobile shaders in URP when Simple Lit shaders are used

Shaders: Optimized the Impostor shaders in HDRP when decals are enabled in the project

Presets: Updated Fantasy Tree Creator to use the newly added per-branch variation


Basic Information
Latest Version
12.6.0 (30 Apr 2024)
Publisher
BOXOPHOBIC
Category
Editor Extensions/Utilities
Size
266.9 MB
Price
free
Asset Rating
(137)
Extended Information
Unity Versions
2021.3.0
State
Deprecated