Scatters trees over the authored terrain (jittered spacing grid, density
from the masked splat weights, slope-culled) and contributes them as
instanced batches to the engine's GeometryFeature (G-Buffer) and
ShadowFeature (all cascades) via their additive provider APIs.
Near trees draw the authored GLB (Terrain.treeMeshRef, per-primitive
batches with node transforms folded in) or the built-in procedural pine;
far trees always draw the cheap impostor cone.
Scatters trees over the authored terrain (jittered spacing grid, density from the masked splat weights, slope-culled) and contributes them as instanced batches to the engine's GeometryFeature (G-Buffer) and ShadowFeature (all cascades) via their additive provider APIs.
Near trees draw the authored GLB (
Terrain.treeMeshRef, per-primitive batches with node transforms folded in) or the built-in procedural pine; far trees always draw the cheap impostor cone.