Procedural rule-based vegetation spawner for Unity's terrain system.This tool doesn't do anything graphics related, so the SRP in use isn't relevant. HDRP only supports grass starting from Unity 2021.2.[Unity <=2023.2] Demo scene is set up for the built-in RP, but uses standard shaders, so can be converted as instructed by the Unity manual.[Unity 6+] Demo scene is set up for URP📄 Documentation | 🟣 Discord | 💬 Forum threadA straightforward but powerful procedural vegetation spawner for Unity's terrain system. Allowing a terrain to be quickly populated with vegetation, without spending days on painstaking manual painting.Works with any other asset that uses the built-in vegetation system such as Nature Renderer or GPU Instancer.Rule-based spawningProbability %SeedHeight rangeSlope range (0-90°)Curvature range (convex/concave)Water level rejectionTerrain layer maskingCollider rejectionFeaturesMulti-terrain supportCan be executed at runtimePrecomputed scene collider checks, avoids spawning inside collidersC# extension functions for various tree related processes.Trees are defined as "species" and can have a number of prefabs, each with their own spawn chance. This allows variants of the same tree to be spawned with one rule set. Spawn points for the same species will never overlap!LimitationsNot equipped for biomes or region-specific spawningManually painted vegetation will be overwritten when respawningFree of charge as a gift to kickstart new or existing projects :)Uses the built-in vegetation system, so inherents all of its limitations and quircks.If a tree prefab fails to spawn no matter what settings you try, this has absolutely nothing to do with this tool. In this case, it won't spawn when manually paiting it either. Prefabs need to be set up to work with Unity's terrain system first. Unity gives no warnings or errors if this isn't the case.Respawing operations for grass are typically quite slow. This has everything to do with the outdated data format Unity's terrain uses.