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