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
★★★★★ star rating
Price History +
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.
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