Flora Renderer 6 OFFICIAL SALE

📚 In-depth Documentation

Read the Documentation for detailed guides and technical breakdowns. See the Forum or the Discord to ask questions, share feedback, or see how others are using Flora.


🔧 Easy Setup

Add the Scene Settings component — Flora automatically registers all active terrains and sets up rendering. Scene view and all cameras are supported without additional components. Changes to prefabs, materials, or terrain data are tracked and synced automatically.


🏎 BatchRendererGroup

Flora is the only foliage solution on the Asset Store that works with Unity’s BatchRendererGroup API. No custom shaders or materials. Take advantage of GPU-resident rendering, native culling, and efficient state switching — the same backend used by Entities Graphics and Unity’s GPU Resident Drawer.


🌲 Terrain Instancing

Flora reads tree and detail prototype data directly from terrain components using non-GC APIs. Trees and details stream in and out based on distance, with all rendering handled globally to avoid redundant draws.


🧩 Scene View Editing

Select and manipulate Flora instances — including terrain trees — directly in the Scene view using Unity’s transform handles.


🔁 Instance Conversion

Convert any prefab with a MeshRenderer or LODGroup into a Flora instance or tree — and convert back when needed.


🗂 Mesh LOD Support

Full compatibility with Unity’s Mesh LOD system (Unity 6.2+), enabling fast autogenerated LODs for any instance.


📉 Density & Screen Size Fading

Instances fade out smoothly based on minimum screen size or range-based density, with automatic fade outs.


🔀 LODGroup Cross-Fades

Supports all Unity LODGroup cross-fade modes: animated, transition, and SpeedTree. Additionally fade states are dynamic, meaning non-fading instances are opaque if not already using alpha clipping.


🌑 Shadow Culling

Per-light and cascade split shadow culling work on a per instance basis, minimizing overdraw in shadow cascades. Additional lights are culled correctly with Forward+ or Deferred rendering paths.


🪟 Occlusion

Supports both GPU-based runtime occlusion and Unity’s baked CPU occlusion. Choose the appropriate method based on your platform and performance needs.


🎥 Motion Vectors

Full support for per-instance motion vectors enables correct TAA, motion blur, and other temporal effects on animated or moving instances. Only actively moving instances are submitted to the motion vector pass.


💡 Indirect Lighting

Supports Unity’s Light Probes and Adaptive Probe Volumes for proper indirect lighting of instances.


📦 Instance Containers

Store thousands of instances in lightweight, serialized containers. Ideal for static clutter like rocks, moss, or debris — without GameObject overhead.


🌐 Global System Architecture

All instances are managed through a centralized system with stable handles, enabling consistent runtime queries, animation, and control — regardless of origin.


🔎 Dynamic Spatial Hashing

Flora uses a scene-wide spatial hash that updates every frame. This enables fast culling, runtime modifications, and efficient spatial queries — filter by prefab, layer, or type.


⚙️ Runtime Control

Create or update instances at runtime using Flora’s Burst-optimized queries and data structures. Works seamlessly with procedural generation and custom terrain systems.


↔️ Transform Flexibility

Handles negative scaling transforms correctly, ensuring consistent rendering and culling behavior regardless of instance scaling.


🐞 Runtime Debugging

Includes a custom tab for Unity’s Rendering Debugger that visualizes draw calls, LODs, occlusion, and more.


🧪 Samples

  • Runtime Samples: 50k+ runtime generated animated instances with motion vectors, based on Unity’s ECS boid sample.
  • Terrain Samples: Modify terrain trees at runtime — animate, disable, or replace them with Rigidbody-driven GameObjects.

✅ Compatibility