Procedural glowing energy tree for URP. Twisted ribbon strands, breathing leaves and a GPU leaf burst, all driven by three settings assets. Mobile and Web ready. Live WebGPU demo.Live WebGPU Demo (Enable flag webgpu in you browser settings )Live in App "lumasphere" on google play market or apple storeGrow a glowing tree of pure energy. No modeling, no animation clips, no Shader Graph.Energy Tree builds a full tree from a seed: energy strands twist up from the root tips, run through the trunk, split into branches and end in breathing billboard leaves, while a GPU driven burst throws glowing leaf particles out of the canopy on a loop. Change a slider, the tree rebuilds in the Scene view instantly.Every shape, every leaf and every particle comes from three ScriptableObject assets with independent seeds, so tuning the branches never reshuffles the leaves.Runs in a browser tab. The demo above is a real Unity WebGPU build, not a video.Procedural shapeStrands run root tip to trunk to branch tip, built from one master seedRoot spread, depth and curl for a flared or a clawed baseTrunk height, twist turns and a bundle radius curve for the helixTwo branch generations with angle, length and falloff rangesGrowth bias from willow droop to sun seeking, with a falloff curveIndependent noise on the trunk axis and on the branchesCanopy clamp radius keeps tips inside a silhouette you controlFold smoothing stops ribbons from folding over themselves at any widthEnergy strand shaderTwo scrolling atlas layers with Add, Multiply or Screen blendingHDR gradient from root color to tip colorStencil pass so overlapping strands add their light once per pixel, no white mushVertex sway weighted toward the tips, roots stay plantedJoint and tip fading plus edge softness measured in pixelsSRP Batcher compatibleBreathing leavesOne camera facing billboard per branch anchorTwo texture layers half a cycle apart, so leaves fade in and out without poppingPer leaf size, cycle speed, rotation and atlas frame from an independent seedAlpha and scale curves baked straight to the GPUGPU leaf burstCompute shader simulation, particles relaunch on their own period foreverSpeed curve is integrated, so reshaping it changes the pacing without changing the reachPer particle lifetime, gravity, size, brightness and atlas frameOne buffer allocated once, up to 8192 particlesBurst, Stop and Play On Enable from the inspector or from scriptWorkflowThree settings assets, drag a slider and watch it rebuild liveGenerated meshes and child objects never touch your scene file or prefabFull HLSL source, no Shader Graph, no hidden dependenciesPolygon budget on a single sliderWelcome window with the full manual inside the editorMobile and WebStrands and leaves target shader model 3.5, they run on any mobile GPUThe burst uses a compute shader, supported on Vulkan, Metal, GLES 3.1 and WebGPUOne draw call per system, no per particle CPU work, no garbage per frameTune the whole thing down to a handful of strands for phones, or up for a hero propBuilt for Unity 6 and the Universal Render Pipeline. Works as a hero prop, a shrine, a portal anchor, a skill tree backdrop, a menu centerpiece or a level end beacon.Procedural energy tree generated from a seed, no meshes to authorTwisted ribbon strands from root tips through the trunk into the branchesTwo scrolling HDR atlas layers with Add, Multiply and Screen blendingStencil pass keeps overlapping additive strands from blowing outBreathing billboard leaves with two layers half a cycle apartGPU compute leaf burst on an endless loop, up to 8192 particlesThree settings assets with independent seedsLive rebuild in the Scene view, no Play Mode neededVertex sway weighted toward the branch tipsPolygon budget controlled by one sliderSRP Batcher compatible strand and leaf shadersFull HLSL source, no Shader Graph dependencyMobile and Web ready, playable WebGPU demoGenerated geometry stays out of your scene fileBuilt for Unity 6 and URP




