Flora Renderer 6 v6.3.19 (07 Dec 2025)

Flora Renderer 6 v6.3.19 (07 Dec 2025)
 Flora Renderer 6 v6.3.19 (07 Dec 2025) introduces a high-performance instancing system for Unity 6.0, designed to render dense foliage and instanced meshes at scale using BRG technology with full runtime control and editor integration. It features an easy setup process where the Scene Settings component automatically registers active terrains and configures rendering, supporting all cameras and scene views without additional components. Changes to prefabs, materials, or terrain data are automatically tracked and synced.

Flora is the only foliage solution on the Asset Store that works with Unity’s BatchRendererGroup API, enabling GPU-resident rendering, native culling, and efficient state switching—leveraging the same backend as Entities Graphics and Unity’s GPU Resident Drawer. It reads tree and detail prototype data directly from terrain components via non-GC APIs, streaming trees and details based on distance with global rendering to avoid redundant draw calls.

The system supports direct manipulation of Flora instances—including terrain trees—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+) enables automatic LOD generation for instances. Instances fade out smoothly based on screen size or density, with automatic fade-out behavior. LODGroup cross-fade modes—including animated, transition, and SpeedTree—are supported, with dynamic fade states ensuring opacity where needed.

Flora supports per-light and cascade split shadow culling on a per-instance basis, minimizing overdraw in shadow cascades and correctly culled with Forward+ or Deferred rendering. It supports both GPU-based runtime occlusion and Unity’s baked CPU occlusion, allowing optimal performance based on platform needs. Per-instance motion vectors are fully supported, enabling correct TAA, motion blur, and temporal effects—only actively moving instances are submitted to the motion vector pass.

Unity’s Light Probes and Adaptive Probe Volumes are supported for accurate indirect lighting of instances. Thousands of instances can be stored in lightweight, serialized containers, ideal for static clutter like rocks, moss, or debris without GameObject overhead. All instances are managed through a centralized system with stable handles, enabling consistent runtime queries, animation, and control regardless of origin.

Flora uses a scene-wide spatial hash updated 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, seamlessly integrating with 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 real-time visualization of draw calls, LODs, occlusion, and more.

The package includes runtime samples featuring over 50,000 animated instances with motion vectors based on Unity’s ECS boid sample, and terrain samples that allow runtime modification of trees—including animation, disabling, or replacement with Rigidbody-driven GameObjects. Flora Renderer 6 v6.3.19 is compatible with Unity 6.0, supports HDRP, URP, and custom SRPs, and requires platforms with compute shader support. The visual engine is labeled as BOXOPHOBIC. 


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Flora Renderer 6 v6.3.19 (07 Dec 2025)


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