Getting started
Universal Render Pipeline 7.4.1+ conversion
Go to Help->Fantasy Adventure Environment to install the URP shaders and upgrade materials. Or through Edit/Render Pipeline/Fantasy Adventure Environment/Convert to URP
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.
Demo scenes
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”.
Unity terrain
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.
I highly recommend using tools such as Easy Scatter or Mesh Brush, which have a lot more options for distribution. Such as random rotation and scale, which is vital for good looking vegetation.
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