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Package details
- Latest version
- 1.0.2
- Last updated
- First released
- Unity version
- 6000.0.62 or later
- Package size
- 5.5 MB
- Files
- 35
- Favorites
- 7
- Views in the past week
- 4
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- $27.99 on
Keywords
TerraOptimizer
TerraOptimizer is a next-generation vegetation rendering framework built on SRP-Bound Indirect Instancing.
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TerraOptimizer screenshot 1
About this asset
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
- GPU-Native Vegetation Rendering
A fully indirect, SRP-Bound render pipeline that runs entirely on the GPU.
No DrawMeshInstanced calls, no CPU overhead, no manual material setup.
- Deterministic Terrain Import
Trees and details are automatically imported from Unity Terrain with identical placement every time.
Same seed = same world, even across rebuilds and multiple terrains.
- Auto Material Patch + Universal Shader Bridge
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.
- Full LOD Chain + Dynamic Billboards
Mesh LOD0–2 plus automatic LOD3 billboards with atlas-free textures.
Billboards use shared quad meshes and GPU instancing for zero-memory overhead.
- Works seamlessly with single or multiple terrains in one scene. A single manager object handles unified culling, LOD and vegetation streaming across all assigned terrains.Multi-Terrain Ready Streaming
- Per-Prefab Density, Scale & Rules
Each vegetation source can override density, size, random yaw, and placement rules.
Slope, splat and elevation filters shape biome patterns with precision.
- Open Source
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.
From the publisher's Asset Store listing.
Technical details
Rendering
- SRP-Bound Indirect Instancing (GPU-native)
- No DrawMeshInstanced calls
- Full GPU batching (LOD0-1-2 + billboard impostor)
- Dynamic billboard/impostor material generation
- Runtime quad mesh sharing (zero overhead)
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.0.62f1 | Compatible | Compatible | Compatible |
As listed on the Asset Store.