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 +
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.
Add a single component to your scene — all active terrains are automatically registered and instanced with Flora.
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.
Supports both dynamic GPU-based occlusion and Unity’s baked CPU occlusion. Flora automatically selects the optimal method per target platform and camera.
Full support for per-instance motion vectors, enabling clean TAA, motion blur, and visual coherence in animated or moving foliage.
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.
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.
Store thousands of serialized instances without requiring individual GameObjects. Ideal for moss, clutter, rocks, or decals that don’t need scripting or hierarchy overhead.
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.
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