
Flora Renderer 6 v6.3.13 (30 Oct 2025) introduces a high-performance instancing system for Unity 6.0, optimized for rendering dense foliage and instanced meshes at scale. Powered by BRG, the solution offers full runtime control and seamless editor integration. It supports Unity’s BatchRendererGroup API, enabling GPU-resident rendering, native culling, and efficient state switching—without requiring custom shaders or materials. Flora reads tree and detail prototype data directly from terrain components using non-GC APIs, streaming instances based on distance and managing rendering globally to avoid redundant draws. Instances can be selected and manipulated directly in the Scene view using Unity’s transform handles. Any prefab with a MeshRenderer or LODGroup can be converted into a Flora instance or tree, and converted back as needed. Full compatibility with Unity’s Mesh LOD system (Unity 6.2+) allows for fast, auto-generated LODs. Instances fade out smoothly based on screen size or density, with support for all Unity LODGroup cross-fade modes—including animated, transition, and SpeedTree—where fade states are dynamic and non-fading instances remain opaque unless using alpha clipping. Per-light and cascade split shadow culling are applied per instance, reducing overdraw in shadow cascades. Both GPU-based runtime occlusion and Unity’s baked CPU occlusion are supported. Per-instance motion vectors enable accurate TAA, motion blur, and temporal effects, with only moving instances submitted to the motion vector pass. Full support for Unity’s Light Probes and Adaptive Probe Volumes ensures proper indirect lighting. Thousands of instances can be stored in lightweight, serialized containers for static clutter such as rocks or debris, eliminating GameObject overhead. All instances are managed through a centralized system with stable handles, enabling consistent runtime queries, animation, and control. A scene-wide spatial hash updates every frame, enabling fast culling, runtime modifications, and efficient spatial queries—filterable by prefab, layer, or type. Runtime control is achieved via Burst-optimized queries and data structures, supporting procedural generation and custom terrain systems. The system correctly handles negative scaling transforms, ensuring consistent rendering and culling. A custom tab in Unity’s Rendering Debugger provides visual feedback on draw calls, LODs, occlusion, and more. Samples include 50k+ runtime-generated animated instances with motion vectors based on Unity’s ECS boid sample, and terrain samples allowing runtime modification of trees—such as animating, disabling, or replacing them with Rigidbody-driven GameObjects. The renderer is compatible with Unity 6.0, supports HDRP, URP, and custom SRPs, and requires platform compute shader support. It is compatible with the BOXOPHOBIC – The Visual Engine. Available at: https://assetstore.unity.com/packages/tools/terrain/flora-renderer-6-323661
Flora Renderer 6 v6.3.13 (30 Oct 2025)