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Question by liverol · Nov 09, 2010 at 08:41 AM · shadertreebillboard

help,the tree became Pink Billboard

Since I use Unity 3, all my tree (with terrain) become pink when they swap to billboard version. And only on the webPlayer, on Unity Editor it's ok.

check the log it says:

shader 'Nature/Tree Soft Occlusion Bark': dependency 'BillboardShader' shader 'Hidden/Nature/Tree Soft Occlusion Bark Rendertex' not found

Shader 'Nature/Tree Soft Occlusion Leaves': dependency 'BillboardShader' shader 'Hidden/Nature/Tree Soft Occlusion Leaves Rendertex' not found

please help

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avatar image Julien-Lynge · Mar 26, 2012 at 11:54 PM 0
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As of April 2012 and the 3.5 release, this is still an issue. It happens in any compiled version (e.g. webplayer, standalone, but not in the editor) when loading a scene from an AssetBundle.

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Answer by Heather · Nov 19, 2010 at 03:41 AM

I'm sort of new at this, but I've had similar happen. May be these problems:

1) You accidentally deleted your Bark texture shader and leaves texture. When a material is deleted and has nothing to replace it, it becomes pink. ?

2) I'm not familiar with using the web player, but I assume you need to place the assets there that are missing.

3) You deleted the assets in your project folder, but not your hierarchy.

Hope one of these helps!

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avatar image liverol · Nov 22, 2010 at 02:00 PM 1
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thanks for answer,but the tree shaders are bulit in so you can't delete.... in editor it's ok,it's just like the trees shaders aren't pakced into web player file.

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Answer by tanis3d · Dec 07, 2010 at 03:48 AM

I am seeing the exact same defect, except for my pink trees are showing up for PC Deployment EXE only (while they look fine in Unity Editor).

It concerns me to see that it's been a month with no answer to this problem. This is a very critical bug for us, since our whole outdoor scene now looks very bad (pink trees everywhere!)

I got excited to see the latest Unity patch "What's New" showed this line item: "Fix for broken tree billboard transitions"

So I tried this new version, but it did not fix this problem.

Our temporary solution is to ruin our scene view by largely reducing Tree visibility and turning off the bill boarding feature. I sure hope Unity will fix this bug soon, so that we can restore our scene to looking like it's supposed to.

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avatar image Evil-Dog · Apr 17, 2012 at 06:04 PM 0
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Any update to this? I also have that problem, loading textures from assetbundles makes them purple and transparent. It wasn't doing that before Unity 3.4 I think. It's quite a critical bug.

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Answer by dinsley · Dec 21, 2010 at 02:19 AM

check out this first http://unity3d.com/support/documentation/Components/terrain-Trees.html

after you go through that, and get re-acquainted with how to put the trees in game. Your problem has to do with the material that you're using.

Click on the object in your project, in the inspector look for Shader

it should say diffuse, but you need to change that to Nature/Tree Soft Occlusion Bark or Nature Soft Occlusion Leaves otherwise the billboard affect happens.

There's another thing that they say that you need to do is put the tree into a folder containing the words "Ambient-Occlusion" so that Unity applies occlusion to your trees.

Hope this helps

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Answer by Ayrik · Feb 10, 2011 at 05:23 PM

Check out this forum post: http://forum.unity3d.com/threads/62633-Pink-tree-billboards-in-built-player-correct-shading-when-mesh-and-in-the-editor

It's not a fix, but it is a good workaround, try RAB's solution first, as it won't increase your initial download size noticeably.

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Answer by adam michaels · Apr 12, 2011 at 03:29 PM

I tried the solution from RAB, but to no avail. I posted my response to that forums thread as well. I can only eliminate pink billboards for the Trees that I add to the WebPlayer startup scene terrain (1 of each tree type)... this is not workable, since each tree seems to add 0.5MB or so of size to my webplayer.

I need to know the answer to a low-level question then, I think -- I am supposing that the billboards render using a generated texture (but has no asset file associated with it). How do I access this generated texture? I would love to save it out and include it somehow as a bundle.

Use Case is this: 1. Artists make a beautiful Terrain and Environment -- all stored beneath a single top game object. 2. Artists make this object into a Prefab. 3. Artists build this Prefab into an Asset Bundle. 4. Run-time we load and instantiate this Asset Bundle. 5. It works perfectly -- except for the PINK TREE billboards! Critical defect!

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avatar image Steven-1 · Apr 19, 2011 at 07:34 AM 1
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the bilboarded textures are generated at runtime, so including a texture wouldn't help even if you could. Plus, as you can see, the pink trees still have the correct shape, which it gets from the alpha of the billboard texture. So I guess it's not the texture that's missing, but the shader.

But if that solution of jonnyhilly works, it would mean the shaders aren't included because of an easily fixable bug in Unity. This should be one of their top priorities.

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