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.