Flag FX Pro: procedural flag system for Unity. Realistic wind, shapes, and pole/finials. Fast setup, highly customizable, editor-driven workflow for dynamic flags in any scene.Supported out of the box: Built-in Render Pipeline (Standard) and URP (Universal RP).Not included by default: HDRP. The meshes/tools work, but you’ll need to provide your own HDRP/Lit (or Shader Graph) materials and assign them manually. We don’t ship HDRP materials/shaders.Flag FX Pro is a complete procedural flag and banner system for Unity. Generate meshes at edit time, simulate realistic wind and cloth weight, and customize every detail: shapes (rectangle, forked, pennant), orientation, anchoring, materials, and pole design. Includes a full set of all country flags ready to use. Lightweight and scalable—adjust mesh resolution for performance on any platform. Works with URP Lit (with fallback to Built-in Standard). Clean editor UI and fast setup make it ideal for games, simulations, and visualization projects, from realistic to stylized scenes.Note:The folders Modern War Flags, Medieval Flags, and Historical Flags are intentionally left empty in this version.These categories will be included later as a free add-on update, containing additional flags (historical, military, and medieval sets) released under compatible open licenses.The current version of the asset includes only official national flags (public domain) to ensure full compliance with the Unity Asset Store EULA.Upcoming add-ons will be provided separately for users who wish to expand the collection.Procedural mesh builder (XY/XZ), adjustable segX/segY, scale, UVsShapes: Rectangle, Forked (depth), Pennant with UV-aware clippingAnchoring: UVx/PositionX, Min/Max side, hard band, stiffness curveWind: strength, speed, wavelength, ripple (freq/strength), turbulence (+scale)Cloth weight: gravity sag, free-edge drop, vertical offsetPole system: shaft, plinth, top/bottom finials (Ball/Spear/Bulb/Dome)Geometry helpers: frustum/lathe/sphere/hemisphere buildersMaterials: double-sided toggle, texture tiling, URP Lit/Standard fallbackExecuteAlways authoring; custom Inspector with section bannersClean API: Orientation, axes mapping (wave/sag)AI assisted the iteration and polish: brainstorming names, refining inspector UX labels/tooltips, suggesting code clean-ups and documentation phrasing, and reviewing edge cases. The concept, architecture, and source code were authored by me, with AI used as a drafting/review assistant.