Real Foliage - Stylized Trees, Grass & Flowers for URP
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Stylized, painterly trees, bushes, grass and flowers for URP: 10 trees and bushes with 4 LODs and impostors, 3 one-species demo zones, shared wind, interactive grass and a grass painter.Stylized, painterly trees, bushes, grass and flowers for the Universal Render Pipeline (URP 17.3) in Unity 6 (6000.3.21f1): ten LODGroup trees and bushes with impostors, seven grass and flower clusters, three hand-written HLSL shaders with one shared wind, a grass painter for your own meshes and Unity Terrains, and three ready-made climate zones.ONE ZONE, ONE SPECIES: THREE READY CLIMATE ZONESA believable forest is one species with its own undergrowth, not a mix of everything. Real Foliage ships three demo zones on the same 400 x 400 m world, each planted with one tree species, its bush and its grass:- Birch Meadow: birches with bush A over a flowering meadow of white, violet and yellow flowers.- Spruce Taiga: three spruce sizes with bush B over tall taiga grass.- Broadleaf Grove: three broadleaf sizes with both bushes over meadow grass.Each zone holds 1,334 trees on a Unity Terrain, about 1.74 million grass clusters as Terrain details, a hill grassed with Grass Surface (about 264,000 clusters), a pond, a path cut with the erase brush and a walker that bends the grass. Open one, press Play and walk through it, or copy its settings into your own terrain. A Species Lineup scene shows all ten trees and bushes side by side at true scale.GRASS THAT LOOKS PAINTED, NOT NOISYSeven mesh clusters: short, mid, tall and wide grass, and white, violet and yellow flowers, each with two LODs (81-160 and 27-45 triangles). The blades are real curved geometry, so the silhouette holds from any angle. The Real Foliage/Grass shader lights each blade with the ground's normal instead of its own, so a meadow reads as one soft, painted surface instead of thousands of glittering cards. A root-to-tip gradient, world-space colour patches, back-light translucency and a vertical stroke texture finish the look.GRASS SURFACE: PAINT GRASS ON ANY MESH OR TERRAINAdd Grass Surface to a lawn, a hill mesh or a Unity Terrain and paint with the Scene-view brush (Paint, Erase, Smooth, with undo), or fill the whole surface in one click. The mesh does not need Read/Write. Grass is drawn with GPU instancing in 8 m chunks with per-chunk culling and LOD, with no compute shaders and no indirect draws. Low, Medium and High quality profiles set the distances (grass ends at 40, 55 or 70 m), density, shadows and motion vectors. The same seed and the same paint always give the same meadow.WIND AND INTERACTIONOne Foliage Wind component drives grass, leaves and trunks together: direction, strength, gusts and leaf flutter. Add a Grass Actor to the player and the grass bends and presses down around them (up to 16 actors at once). Wind and interaction also write motion vectors, so TAA does not smear moving grass.TEN TREES AND BUSHES, FOUR LODS EACHThree spruces (8, 14 and 20 m), three broadleaf trees (7, 11 and 15 m), two birches (9 and 13 m) and two bushes (1.0 and 1.5 m). Each prefab has its root at the trunk foot, a capsule collider on the trunk and an LODGroup with cross-fade:- Trees: LOD0 6,200-11,500 triangles, LOD1 1,000-3,000, LOD2 about 720, LOD3 a 4-triangle cross impostor baked from the tree itself. LOD distances 45, 130 and 260 m, culled at 900 m.- Bushes: LOD0 3,100 and 4,100 triangles, LOD1 1,100 and 1,500, LOD2 about 360, LOD3 a cross impostor. LOD distances 25, 50 and 100 m, culled at 250 m.Distances are authored for LOD bias 1 at a 60 degree field of view, so a far forest costs almost nothing.CROWNS WITH VOLUMEThe Real Foliage/Leaves shader shades a crown as a volume: occlusion baked into every leaf card and the card's offset from the crown centre darken the leaves deep inside the crown and on the side away from the sun, so a tree has a lit shell and a shaded core instead of one flat shadow colour. Card normals follow the crown shape, and a three-scale noise varies the leaf hue and brightness by a few percent across the crown and from tree to tree.BARK WITHOUT VISIBLE TILINGThree tileable bark sets (spruce, broadleaf, birch) with albedo, normal and mask maps. The Real Foliage/Bark shader mixes three samples of the same map at small rotations (up to 10 degrees) and slightly different scales by noise, and shifts the mapping per tree, so every trunk looks different with the same mesh and the same UVs.ONE PALETTE FOR THE WHOLE WORLDSummer, Spring and Autumn palettes rewrite the grass, leaf, bark and flower colours of every Real Foliage material in one step, with undo. Make your own palette from the same asset type.UNITY TERRAIN READYUse the trees as Terrain tree prototypes: they keep their LODGroups and impostors, no Unity billboards needed. One menu command adds the grass and flower clusters to a Terrain as instanced detail meshes, ready for Unity's Paint Details tool; single-material flower copies are included for that.AI Ready. Documentation/AGENTS.md is a map of the pack for AI coding agents (Claude Code, Codex, Cursor or a Unity MCP bridge): every tree and grass prefab by path and key, the Terrain detail copies, the materials and the Grass, Leaves and Bark shaders, the GrassSurface API (Fill, PaintDensity with Paint, Erase and Smooth, Rebuild, SampleDensity, ApplyProfile, GetStats, InstanceCount), GrassActor and FoliageWind, the Tools > Real Foliage menu commands, the Low, Medium and High grass profiles and the Summer, Spring and Autumn palettes as plain assets, the three climate-zone scenes, six task recipes such as grassing a lawn mesh or planting trees on a Terrain, and a Verify section: no magenta and no console errors in Birch Meadow, InstanceCount above zero, four LOD levels on every tree. Ask your agent to grass a lawn or plant a forest edge and it knows where everything is.WHAT YOU GET- 10 tree and bush prefabs with LODGroups and cross impostors.- 7 grass and flower cluster prefabs, plus single-mesh copies for Unity Terrain details.- The Real Foliage/Grass, Leaves and Bark shaders (HLSL, URP 17.3): SRP Batcher, GPU instancing, Forward and Forward+ lights, shadows, depth and depth-normals passes for SSAO, motion vectors, LOD cross-fade; leaf atlases with coverage-preserving mip maps.- Grass Surface with its Scene-view brush, Grass Actor, Foliage Wind, Foliage Palette (3 presets) and Grass Quality profiles (Low, Medium, High).- A Tools > Real Foliage menu: add a Grass Surface, add the grass to Terrain details, apply a palette, create the wind, add a Grass Actor.- An optional bridge for Real Forest (Tools > Real Foliage > Create Forest Content for Real Forest); it does nothing unless Real Forest is installed.- Textures: leaf atlases 2048 x 2048, bark 1024 x 1024, impostors 1024 x 512, grass strokes 256 x 1024 (albedo, OpenGL normal, mask).- Three climate-zone demo scenes (Birch Meadow, Spruce Taiga, Broadleaf Grove) with baked lighting and a WASD walker, and the Species Lineup scene with all ten trees and bushes next to a 1.8 m capsule.- Full C# source, a README and an agent guide.REQUIREMENTSUnity 6000.3.21f1 or a newer 6000.3 release with the Universal Render Pipeline 17.3. Tested on Windows (Editor and player). The grass renderer uses no compute shaders and no indirect draws. HDRP and the Built-in Render Pipeline are not supported. The demo walker uses the Input Manager ("Input Manager (Old)" or "Both").ORIGINAL CONTENTAll meshes are made by our own procedural Blender scripts; grass, noise and leaf textures are generated by script or baked from our own procedural leaf geometry. The three bark base images were generated with an image model and then turned into tileable PBR maps by our own scripts (see the AI/ML note on this page). No scans, no photos, no third-party assets.SUPPORTQuestions and bug reports: Unity Discussions or cgteamorg@gmail.com. Please include your Unity version, the URP version and a screenshot.If Real Foliage helps your project, a rating on the Asset Store helps other developers find it. It is optional, and nothing depends on it.MORE FROM THIS FAMILY: REAL WORLD BUILDING- Real Earth Planet - real-world terrain, roads and railways built at runtime: https://assetstore.unity.com/packages/tools/terrain/real-earth-planet-real-world-terrain-roads-railways-generator-412072- Unity 6000.3.21f1 or newer 6000.3, URP 17.3 only. HDRP and Built-in are not supported.- Trees: 8 prefabs, LODGroup LOD0-LOD3 with cross-fade. LOD0 6,200-11,500 triangles, LOD1 1,000-3,000, LOD2 about 720, LOD3 a 4-triangle cross impostor; distances 45/130/260 m, cull 900 m at LOD bias 1.- Bushes: 2 prefabs (1.0 and 1.5 m), LOD0 3,100/4,100, LOD1 1,100/1,500, LOD2 about 360, LOD3 a cross impostor; distances 25/50/100 m, cull 250 m.- Root at the trunk foot, capsule collider on the trunk.- Grass and flowers: 7 cluster prefabs, LODGroup LOD0/LOD1, 81-160 and 27-45 triangles; single-mesh copies for Terrain details.- Textures: PNG, leaf atlases 2048 x 2048, bark 1024 x 1024, impostors 1024 x 512, grass strokes 256 x 1024, flower atlas 512 x 512; albedo sRGB, normal maps in OpenGL convention, mask G = AO, B = translucency.- Shaders: HLSL, SRP Batcher compatible, GPU instancing, ShadowCaster, DepthOnly, DepthNormals, MotionVectors, LOD_FADE_CROSSFADE. Forward and Forward+ light loops.- Grass Surface: Graphics.RenderMeshInstanced in batches of up to 1023, 8 m chunks, CPU culling, no compute shaders.- Demo: three climate-zone scenes (1,334 trees, about 1.74 million detail clusters and a 264,000-cluster Grass Surface hill each) and a Species Lineup scene.- Tested on Windows (Editor and player, D3D12).- Package: everything under Assets/RealFoliage.Bark base images: the three bark texture sets (spruce, broadleaf, birch) start from images generated with an image model (Krea 2 Turbo) on the publisher's own render farm. Each chosen image was upscaled 2x with ESRGAN (plain super-resolution, no prompt) and then converted by our own deterministic scripts into tileable PBR maps: de-lighting, seam removal, and derived height, OpenGL normal, AO and smoothness. The shipped maps carry no generator metadata. Prompts, seeds and hashes are recorded by the publisher.Everything else is procedural and made by the publisher: tree, bush, grass and flower meshes by our own Blender scripts; grass stroke and noise textures by script; leaf and flower atlases baked in Blender Cycles from our own procedural leaf geometry; impostors baked from our own trees; the demo sky and ground layers from our own procedural Blender and Houdini pipelines. No scans, no photos, no third-party assets.Code and documentation were written with AI coding assistants and reviewed and tested by the publisher (engine-free placement tests, in-Unity checks, player builds, Unity's Asset Store validator).The store screenshots and videos are captures of the package running in Unity, with captions added; no image model was used for them or for the video posters. The video soundtrack was generated with a music model (Stable Audio 3) on the publisher's own farm and is not part of the package.


