Hello there, thank you, I’ve found them. It does appear I am struggling a little bit, do you know if these support URP?
The settings there are for the built-in render pipeline. But generally for the leaves and branches you'd need to only enable 'alpha is transparency' in the texture settings, and also set the shader to render both sides.
The texture filtering of 'point (no filter)' is optional, but recommended!
The tree shader for URP might have a slightly different name, so it's a good idea to look for tutorials for URP specifically, if you're somewhat inexperienced.
At the worst case scenario, inspecting the settings of these trees might give you a good example for URP: https://assetstore.unity.com/packages/3d/environments/unity-terrain-urp-demo-sce...
For urp I did
- texture > alpha is transparency > filter point no filter (crisp psx)
- extract and map materials from mesh
- URP lit shader
- surface opaque
- render both sides (optional but some leaves are upside down)
- aplha clipping ON!
- using transparent mat promotes z fighting in render resulting in weird look > has to be opaque with alpha clipping