Flora Renderer 6


A high-performance instancing system for Unity 6.0, built to render dense foliage and instanced meshes at scale—powered by BRG, with full runtime control and editor integration.


by Magnetic Arcade


★★★★★ star rating
Price History +

📚 Documentation

Visit the Documentation for a full overview, technical breakdowns, and usage guides. Join the Discord to ask questions, share feedback, or see what other developers are building with Flora.


🔧 One-Click Setup

Add a single component to your scene — all active terrains are automatically registered and instanced with Flora.


🏎 Native BRG Culling

Flora is the only foliage solution on the Asset Store built directly on Unity’s BatchRendererGroup API. No custom shaders, no hacks — just high-performance, GPU-resident rendering with efficient state switching. The same backend used by Entities Graphics and the GPU Resident Drawer.


🌿 Occlusion

Supports both dynamic GPU-based occlusion and Unity’s baked CPU occlusion. Flora automatically selects the optimal method per target platform and camera.


🎥 Motion Vectors

Full support for per-instance motion vectors, enabling clean TAA, motion blur, and visual coherence in animated or moving foliage.


🔁 Conversion

Convert any GameObject prefab into a Flora instance — or back again. Whether you’re converting terrain trees or detail meshes, Flora gives you complete control over what’s rendered and how.


🧩 Instance Editing

Select and manipulate instances directly in the Scene view — even if they aren’t GameObjects. Flora’s editor tools integrate seamlessly with Unity’s transform handles.


📦 Instance Containers

Store thousands of serialized instances without requiring individual GameObjects. Ideal for moss, clutter, rocks, or decals that don’t need scripting or hierarchy overhead.


🌐 Global System Architecture

All instances are stored in a centralized, DOTS-style system. Every instance has a stable handle, allowing for precise animation, querying, and runtime control across the entire scene.


🔎 Dynamic Spatial Hashing

Flora’s scene-wide, frame-updated spatial hash powers fast culling, live updates, and efficient runtime queries. Filter by prefab, layer, parent, or type.


🐞 Runtime Debugging

Visualize render states, draw calls, LODs, density falloff, occlusion status, and more — directly in Unity’s Rendering Debugger with Flora’s custom tab.


Compatibility


Requirements

  • Unity 6.0
  • Supports HDRP, URP, and custom SRPs
  • Platform with compute shader support