Wildgrove: Dynamic Forest, Trees & Vegetation (URP)
BytesWeavers
$43.99
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Build woodland environments with 72 original nature models, wind, autumn colors, wetness, habitat prefabs and two Unity demo scenes.Unity 6000.3.21f1; URP 17.3.0, Linear, Forward rendering. Install URP with Package Manager. Use Tools > BytesWeavers > Wildgrove > Configure Demo Project, then Open Showcase or Open Asset Gallery. Setup changes rendering settings only when invoked. No Asset Store dependencies. HDRP and Built-in are not included. Mobile, VR, consoles and TAA are not certified.Build temperate woodland environments with oak, birch, spruce and pine trees, saplings, shrubs, grasses, ferns, flowers and riverside reeds. Dress trails with mushrooms, leaf litter, rocks, cliffs, fallen logs, stumps and branch debris.Includes 72 original models, 82 prefabs, three mesh LODs per model, eight assembled habitats, an explorable woodland showcase and a category-based asset gallery. Runtime controls demonstrate GPU wind and leaf flutter, autumn color transitions, wet surfaces, rain, pollen and adjustable light shafts.Shared PBR materials, normalized prefab roots, documented colliders and four metre ground modules make the kit easy to place and customize. The package includes shaders, example C# scripts, integration commands and documentation.Designed and tested for Unity 6.3 LTS with Universal Render Pipeline 17.3.0. HDRP and Built-in versions are not included. This is an environment art kit; terrain painting, ecosystem simulation, snow, seasonal leaf shedding and gameplay systems are outside its scope. Read the technical details for measured budgets and texture provenance.Publisher: BytesWeavers — https://bytesweavers.tech72 unique FBX models, each with LOD0, LOD1 and LOD2 (216 meshes).82 prefabs: 72 model prefabs, 8 habitat assemblies and 2 particle effects.2 demo scenes: woodland showcase and browsable asset gallery.LOD0: 2–32,270 triangles per model; 648,247 across the unique library.56 PNG textures. Exact dimensions and map names: TextureInventory.json.Shared PBR sets: sRGB base color, linear tangent normal and metallic/smoothness (metallic R, smoothness A). Cutout alpha in foliage base colors. Water has a ripple normal. 2048 x 2048 surface textures; 1024 x 1024 foliage/ripple textures; 64 x 64 soft particle texture.Source photographic albedos were generated at 1254 x 1254 and processed/resized. 2048 outputs do not imply native 2K captured detail. Surface normals are image/height-derived, not sculpt bakes. Tree foliage normals are flat texture maps combined with custom vertex normals.Unity 6000.3.21f1 / URP 17.3.0 / linear color. URP Forward tested configuration. HDRP and Built-in implementations are not included.1 Unity unit = 1 metre. Normalized prefab roots. Four 4 x 4 m ground modules and a 4 x 4 m water module have corner pivots.Trees: approximate trunk capsules. Rocks: static LOD2 mesh colliders. Deadwood: approximate boxes. Small vegetation: no collision.GPU wind and leaf flutter, color-based autumn transition, wetness, adjustable shafts, rain and pollen example effects. Three LODs and dither crossfade, expanded wind bounds.Transparent pond water with depth tint, ripple normals, refraction and baked environment reflection. No buoyancy, water physics, flow simulation or dynamic planar reflection.This is an environment art kit with demonstration scripts, not an ecosystem or terrain-authoring system. No terrain painting tools, seasonal leaf shedding, snow, animals, gameplay, player controller physics or inventory systems.Use one active ForestEnvironment per loaded scene. No custom motion-vector pass: prefer MSAA/SMAA; TAA behavior is not certified. No mobile, VR, console, HDRP or Built-in performance/compatibility claim.Demo profile: GPU instancing, SRP Batcher disabled, 2x MSAA, 2 x 2048 shadow cascades / 55 m, medium soft shadows, downsampled SSAO, LOD bias 1. Small ground cover does not cast shadows. Tune quality for your content and target hardware.Rigging: No skeletal rigs. Animation clips: 0. Motion uses shader wind. UV mapping: Yes.Revision 9 tree construction: smooth trunk/primary branch paths, volume union and rounded junctions, projected metre-scale bark UVs. Smaller twigs remain tube meshes. Foliage has mirrored, rolled and scaled clusters with coherent per-card wind phase. This is procedural geometry processing, not a sculpt bake.OpenAI Codex assisted the Blender/Python geometry, Unity integration, shaders, documentation and Remotion source. OpenAI image generation created original foliage cutouts and surface albedos for bark, forest floor, granite, grass, ferns, flowers, litter, moss, cut wood, gravel and mushrooms. These are AI-generated source images, not scans. Sources were made tileable where appropriate, resized, alpha padded and paired with height-derived normals and roughness/metallic-smoothness maps. Procedural geometry, UVs, custom foliage normals, wind masks, three mesh LODs, colliders, habitats and scenes were authored around the textures. Source albedos are generally 1254 square; some are upsampled to 2048. Tree cutout normal maps are flat. No high-poly sculpt bake or photogrammetry is claimed. Trailer visuals are actual Unity captures. Music is original numerical synthesis with no external samples.




