
The Foliage Render is a replacement renderer for Unity Terrain Tree’s and Details rendering, using Instance Indirect rendering for faster rendering.
The Foliage Renderer replaces Unity Terrain’s Tree and Detail rendering with a faster, indirect rendering path.
Features:
– GPU based rendering, freeing up significant CPU time
– Cell based Streaming and Culling of terrain details
– GPU based Frustum Culling
– GPU based HI-Z Occlusion Culling in BiRP, HDRP & URP
– Supports up to 4 LODs per object with LOD Crossfade Support
– Supports LODs on Unity Terrain Details
– Support for Single Pass Stereo Rendering
– Ability to pass Height, Normal, and Albedo of terrain, as well as user defined per-terrain data to vegetation shaders.
– Custom shaders and shader code to allow conforming objects to the terrain
– Custom shaders and shader code to allow tinting objects with the terrain’s albedo
– Can overload visible distance and shadow distance per object
– Can overload max LOD usage for faster shadow rendering
– Compressed data structures for faster processing and reduced memory usage
– Works with The Vegetation Engine shaders
– Includes it’s own shader and stackables for Better Shaders, which supports albedo tint, conforming to the terrain, wind animation, and instancing support.
– Shader graph node for adding indirect instancing support to existing shaders
– Shader patcher to modify external 3rd party shaders
– One menu item selection to convert existing terrains to Foliage Renderer
– All source code included
Documentation
Join the Discord Group, handled by Dicewrench Designs.
Check out some of our other products:
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MicroVerse-Core Collection – Fully Realtime, Non-Destructive terrain editing
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