Flora Renderer 6 v6.3.18 (18 Nov 2025)

Flora Renderer 6 v6.3.18 (18 Nov 2025)
 Flora Renderer 6 v6.3.18 (18 Nov 2025) introduces a high-performance instancing system for Unity 6.0, designed to efficiently render dense foliage and instanced meshes at scale. Powered by BRG, the system 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 handling rendering globally to avoid redundant draws. Instances can be selected and manipulated 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 automatic LOD generation. Instances fade out smoothly based on screen size or density, with support for all Unity LODGroup cross-fade modes—including animated, transition, and SpeedTree—along with dynamic fade states. Per-light and cascade split shadow culling are applied per instance to reduce overdraw, and both GPU-based and CPU-baked occlusion are supported. Full per-instance motion vector support enables accurate TAA, motion blur, and temporal effects, with only moving instances submitted to the motion vector pass. Indirect lighting via Light Probes and Adaptive Probe Volumes is fully supported. Thousands of instances can be stored in lightweight, serialized containers for static clutter, reducing GameObject overhead. A centralized system with stable instance handles ensures consistent runtime queries, animation, and control regardless of origin. 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 provided via Burst-optimized queries and data structures, supporting procedural generation and custom terrain systems. The system handles negative scaling transforms correctly, ensuring consistent rendering and culling. Runtime debugging includes a custom tab in Unity’s Rendering Debugger to visualize draw calls, LODs, occlusion, and more. Samples demonstrate over 50,000 runtime-generated animated instances with motion vectors based on Unity’s ECS boid sample, as well as runtime modification of terrain trees—including animation, disabling, and replacement with Rigidbody-driven GameObjects. The package is compatible with Unity 6.0, supports HDRP, URP, and custom SRPs, and requires platforms with compute shader support. The visual engine is branded as BOXOPHOBIC. 


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Flora Renderer 6 v6.3.18 (18 Nov 2025)


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