Broccoli Tree Creator is a powerful tool for creating realistic and customizable trees and vegetation for your Unity project. With a node-based system, you can randomize and customize almost every aspect of the final tree, from the shape of the trunk, branches, and roots to the mesh resolution, materials, textures, and UV mapping. This system is optimized for performance and can be used in real-time or by prefabs.
You can control the look and feel of your trees and vegetation to fit your project's visual style. The system includes a range of features, such as structure generators, editable branches, and sprout meshing modes. You can also use wind zones, modifiers, and custom materials to create unique and realistic trees.
The system also includes a prefab generation feature, which allows you to create customizable LOD groups and billboard assets. You can also use the system to create trees based on SpeedTree7 and SpeedTree8 Unity built-in shaders or use your own custom shaders and materials.
The system is compatible with HDRP and URP and includes a runtime API to load pipelines and create trees at runtime. It also includes a persistence system to save, load, and share your tree pipelines. Additionally, the system comes with a catalog of pre-made tree pipelines to get you started quickly.
Broccoli Tree Creator is still in development and will continue to be improved and updated.
Key features include:
- Node-based system for randomization and customization
- Structure generators with a node hierarchy
- Editable branches with bezier curve tools
- Sprout meshing modes: plane, cross, tricross, planeX, grid, billboard, and mesh
- Processing modes for normals to control lighting on sprout meshes
- Sprout groups for setting mode, alignment, scale, bending, displacement noise, mapping, and wind properties
- Modifiers for length, girth, branch sparse, twirl, Perlin noise, and branch bending
- WindZone component directional mode support
- Prefab generation with customizable LOD Group + billboard assets
- Global scaling for the final tree
- Prefab creation with texture atlas
- Controls for texture areas, mapping options, and custom materials on branches and sprouts
- Custom shapes for branches
- Support for Unity Terrain System tree instancing
- Support for SpeedTree7 and SpeedTree8 Unity built-in shaders or custom shaders/materials
- HDRP and URP support for SpeedTree7 and SpeedTree8 shaders
- Runtime API to load pipelines and create trees at runtime
- Persistence system to save, load, and share tree pipelines
- Catalog with pre-made tree pipelines
- Documentation and source code with comments




