Universal Render Pipeline conversion
Go to Help->Fantasy Adventure Environment to install the URP shaders and upgrade materials.
If you intend to move the package folder, that’s certainly possible. However, you will need to right-click the “Shaders” folder and choose “Re-import”. This’ll force Shader Graph to recompile the shaders, and update a file path. Otherwise you’ll be posed with “failed to open source file” console errors.
FAE_Demo1: The main demo scene, which is intended to demonstrate the practical uses of the assets. In order to start building your world, you can browse the prefabs in the /Prefabs folder and use them as you see fit.
FAE_AssetOverview: A scene with all the assets lined up and their LODs
FAE_RocksDemo: All the rock assets showcased, and some best practice examples.
FAE_CliffCoverageDemo: A demo scene which makes use of the cliff coverage shader, and a demonstrates the use of a “coverage map”.
It’s important to note that the vegetation items will not work on the terrain as “Detail objects”. This is because they have LODs and custom shaders, which is incompatible. It is also undesirable to use the assets in this way, since the shader would be overridden by the built-in terrain grass shader.
Instead, add the vegetation items as “Tree Objects”. This also applies to assets like Gaia or Map Magic.