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Flora Renderer 6

Flora Renderer 6<div class="post-tags single-post-tags"><span class="custom-tag">Original Unity version: 6000.0.58</span><span class="asset-version-tag">Asset Version: 6.3.13</span></div>
Categories Terrain

Flora Renderer 6

front page Flora Renderer 6

Overview

Flora Renderer 6 is a high-performance instancing system for Unity 6.0, designed to render dense foliage and instanced meshes at scale. Powered by BRG, it offers full runtime control and editor integration.

Render Pipeline Compatibility

Flora Renderer 6 supports multiple render pipelines:

  • Built-in Render Pipeline: Compatible.
  • Universal Render Pipeline (URP): Compatible.
  • High Definition Render Pipeline (HDRP): Compatible.

Key Features

  • BatchRendererGroup: Works with Unity’s BatchRendererGroup API for GPU-resident rendering, native culling, and efficient state switching.
  • Terrain Instancing: Reads tree and detail prototype data directly from terrain components, streaming them in and out based on distance.
  • Scene View Editing: Select and manipulate Flora instances 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.
  • Mesh LOD Support: Full compatibility with Unity’s Mesh LOD system (Unity 6.2+).
  • Density & Screen Size Fading: Instances fade out smoothly based on minimum screen size or range-based density.
  • LODGroup Cross-Fades: Supports all Unity LODGroup cross-fade modes.
  • Shadow Culling: Per-light and cascade split shadow culling on a per-instance basis.
  • Occlusion: Supports both GPU-based runtime occlusion and Unity’s baked CPU occlusion.
  • Motion Vectors: Full support for per-instance motion vectors enables correct TAA, motion blur, and other temporal effects.
  • Indirect Lighting: Supports Unity’s Light Probes and Adaptive Probe Volumes.
  • Instance Containers: Store thousands of instances in lightweight, serialized containers.
  • Global System Architecture: All instances are managed through a centralized system with stable handles.
  • Dynamic Spatial Hashing: Uses a scene-wide spatial hash for fast culling, runtime modifications, and efficient spatial queries.
  • Runtime Control: Create or update instances at runtime using Flora’s Burst-optimized queries and data structures.
  • Transform Flexibility: Handles negative scaling transforms correctly.
  • Runtime Debugging: Includes a custom tab for Unity’s Rendering Debugger.

Compatibility

  • Unity 6.0
  • Supports HDRP, URP, and custom SRPs
  • Platform with compute shader support

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