TerraOptimizer is a high-performance GPU vegetation renderer designed for large open-world environments in URP, HDRP and Built-in pipelines.
It automatically imports terrain trees/details, replaces Unity’s CPU-heavy renderer, and generates SRP-Bound indirect instances with LOD, billboards, impostors, deterministic density logic, and procedural scatter.
Focused on scalability, predictability and full runtime control, TerraOptimizer brings modern rendering to Unity vegetation.
FEATURES
A fully indirect, SRP-Bound render pipeline that runs entirely on the GPU.
No DrawMeshInstanced calls, no CPU overhead, no manual material setup.
Trees and details are automatically imported from Unity Terrain with identical placement every time.
Same seed = same world, even across rebuilds and multiple terrains.
Materials are converted automatically without editing, duplicating or reauthoring shaders.
Unsupported or Shader Graph materials seamlessly switch to a universal GPU bridge while preserving albedo, tint, cutoff & normal detail.
Mesh LOD0–2 plus automatic LOD3 billboards with atlas-free textures.
Billboards use shared quad meshes and GPU instancing for zero-memory overhead.
Each vegetation source can override density, size, random yaw, and placement rules.
Slope, splat and elevation filters shape biome patterns with precision.
All core editor and runtime scripts are included as readable C# source, with no DLL lock-in. You can inspect, modify and extend the entire system for your own projects.