TerraOptimizer


TerraOptimizer is a next-generation vegetation rendering framework built on SRP-Bound Indirect Instancing.


by N!L


Price History +

TerraOptimizer is a high-performance GPU vegetation renderer designed for large open-world environments in URP, HDRP and Built-in pipelines.


It automatically imports terrain trees/details, replaces Unity’s CPU-heavy renderer, and generates SRP-Bound indirect instances with LOD, billboards, impostors, deterministic density logic, and procedural scatter.


Shader Graph Notice: Graph-made shaders cannot be patched automatically (by Unity limitation). For these shaders, TerraOptimizer switches to a universal GPU bridge shader to preserve color, albedo and cutout without user intervention.



Focused on scalability, predictability and full runtime control, TerraOptimizer brings modern rendering to Unity vegetation.


FEATURES

  • GPU-Native Vegetation Rendering

A fully indirect, SRP-Bound render pipeline that runs entirely on the GPU.


No DrawMeshInstanced calls, no CPU overhead, no manual material setup.




  • Deterministic Terrain Import

Trees and details are automatically imported from Unity Terrain with identical placement every time.


Same seed = same world, even across rebuilds and multiple terrains.




  • Auto Material Patch + Universal Shader Bridge

Materials are converted automatically without editing, duplicating or reauthoring shaders.


Unsupported or Shader Graph materials seamlessly switch to a universal GPU bridge while preserving albedo, tint, cutoff & normal detail.




  • Full LOD Chain + Dynamic Billboards

Mesh LOD0–2 plus automatic LOD3 billboards with atlas-free textures.


Billboards use shared quad meshes and GPU instancing for zero-memory overhead.


  • Multi-Terrain Ready Streaming
    Works seamlessly with single or multiple terrains in one scene. A single manager object handles unified culling, LOD and vegetation streaming across all assigned terrains.

  • Per-Prefab Density, Scale & Rules

Each vegetation source can override density, size, random yaw, and placement rules.


Slope, splat and elevation filters shape biome patterns with precision.


  • Open Source

All core editor and runtime scripts are included as readable C# source, with no DLL lock-in. You can inspect, modify and extend the entire system for your own projects.