Foliage Renderer


The Foliage Render is a replacement renderer for Unity Terrain Tree's and Details rendering, using Instance Indirect rendering for faster rendering.


by Jason Booth


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The Foliage Renderer replaces Unity Terrain's Tree and Detail rendering with a faster, indirect rendering path.   Features: - GPU based rendering, freeing up significant CPU time - Cell based Streaming and Culling of terrain details - GPU based Frustum Culling - GPU based HI-Z Occlusion Culling in BiRP and URP - Supports up to 4 LODs per object with LOD Crossfade Support - Supports LODs on Unity Terrain Details - Support for Single Pass Stereo Rendering - Ability to pass Height, Normal, and Albedo of terrain, as well as user defined per-terrain data to vegetation shaders. - Custom shaders and shader code to allow conforming objects to the terrain - Custom shaders and shader code to allow tinting objects with the terrain's albedo - Can overload visible distance and shadow distance per object - Can overload max LOD usage for faster shadow rendering - Compressed data structures for faster processing and reduced memory usage - Works with The Vegetation Engine shaders - Includes it's own shader and stackables for Better Shaders, which supports albedo tint, conforming to the terrain, wind animation, and instancing support. - Shader graph node for adding indirect instancing support to existing shaders - Shader patcher to modify external shaders - One menu item selection to convert existing terrains to Foliage Renderer - All source code included   Documentation   Join the Discord Group, handled by Dicewrench Designs.   Check out some of our other products: Better Lit Shader - A feature rich uber shader that runs on all render pipelines Better Shaders - Write text based shaders that work across all render pipelines MicroSplat - The most popular and feature rich terrain shading system on the asset store MicroVerse-Core Collection - Fully Realtime, Non-Destructive terrain editing