TerraOptimizer is a next-generation vegetation rendering framework built on SRP-Bound Indirect Instancing.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.DocumentationDiscordFocused on scalability, predictability and full runtime control, TerraOptimizer brings modern rendering to Unity vegetation.FEATURESGPU-Native Vegetation RenderingA fully indirect, SRP-Bound render pipeline that runs entirely on the GPU.No DrawMeshInstanced calls, no CPU overhead, no manual material setup.Deterministic Terrain ImportTrees 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 BridgeMaterials 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 BillboardsMesh 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 StreamingPer-Prefab Density, Scale & RulesEach vegetation source can override density, size, random yaw, and placement rules.Slope, splat and elevation filters shape biome patterns with precision.Open SourceAll 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.RenderingSRP-Bound Indirect Instancing (GPU-native)No DrawMeshInstanced callsFull GPU batching (LOD0-1-2 + billboard impostor)Dynamic billboard/impostor material generationRuntime quad mesh sharing (zero overhead)



