Grow procedural vines over your scene. Shape their growth, customise leaves, add wind, ageing and snow, then keep them dynamic or bake them into reusable mesh prefabs.Turn bare walls, fences and garden structures into overgrown scenery with Vine Foundry.Generate climbing vines over collider surfaces, including uneven shapes and neighbouring objects. Let branches spread across a trellis, wrap around a column or cross between touching supports. Adjust the direction, branching, density and seed to find a growth pattern that suits your scene.Choose your growthScrub the growth slider to reveal as much of the vine as you want, or animate growth and shrinking during play. Keep the result editable, save a reusable appearance, or bake it into a mesh prefab.Make the leaves your ownChoose from fourteen stylised leaf shapes using a visual browser. Adjust their size, proportions, curl and variation, then customise their colours with editable gradients and included colour presets.Use the default textured leaves for lower triangle counts, or switch to detailed geometry for close views. You can also supply your own leaf colour, alpha and normal textures.Bring in the seasonsAdd wind, gusts, flutter and gentle leaf movement. Age leaves through varied dry colours and staggered shedding, let fallen leaves drift and settle on nearby geometry, or add snow coverage and weighted bending.Falling leaves use combined meshes and cached collision paths, without creating a Rigidbody or GameObject for every leaf.Control the detailFour automatic LOD levels reduce both leaf and stem geometry with distance while retaining the visible leaves. Adjust the transition thresholds, detail settings and optional distance culling to suit your project.Included examplesExplore the Playground, Seasons and Leaf Fall scenes, plus garden examples featuring a trellis, curved column, fence and pergola.Vine Foundry creates its included leaf masks and example geometry procedurally. No external models or leaf textures are needed.Requires Unity 6 and the Universal Render Pipeline. See the technical details for compatibility and performance considerations.Documentation:https://rainbowlab.co.uk/documentation/vine-foundrySupport:info@rainbowlab.co.ukREQUIREMENTS• Unity 6.0. Verified with Unity 6000.0.53f1 and URP 17.0.4 on Windows 64-bit.• Universal Render Pipeline required. Built-in and HDRP are not supported.• Growth surfaces require enabled, non-trigger 3D colliders.• No other Foundry assets or third-party packages are required.PROCEDURAL GROWTH• Collider-based surface following.• Growth across touching, intersecting and nearby colliders, with adjustable gap reach.• Seeded generation, branching, directional bias and density controls.• Scene-view root placement and growth scrubbing.• Runtime growth/shrink animation and C# API.• Connected stem meshes with adjustable thickness, sides, taper and simplification.LEAVES AND APPEARANCE• Fourteen leaf shapes with a searchable visual browser.• Textured leaf cards and optional detailed geometry.• Leaf size, curl, twist, variation and supported shape-detail controls.• Editable colour gradients and fourteen colour presets.• Custom leaf colour/alpha and normal textures.• Material overrides and reusable saved appearances.WIND AND SEASONS• Shader-based wind, gusts, flutter and breathing.• Support-aware wind overlap reduction.• Leaf ageing, dry-colour variation and staggered shedding.• Settled, independently animated and age-scrubbed leaf fall.• Optional cached collisions and persistent landed leaves.• Wind carry, swirl and collision-query budgets.• Snow coverage, colour and bending controls.LOD AND BAKING• Four automatic LOD levels with adjustable screen-height thresholds.• Reduced leaf and stem geometry while retaining leaf counts.• Optional small-screen-size culling.• Mesh-prefab baking with optional wind retention.• Baked LODs use Unity’s LOD Group component.INCLUDED SCENES• Vine Playground• Vine Seasons• Vine Leaf Fall• Vine Courtyard• Vine PergolaSCOPE AND PERFORMANCE• Growth follows colliders; moved or reshaped supports require regeneration.• Moving, skinned and deforming supports are not tracked automatically.• Wind runs in the shader; growth and ageing can rebuild geometry.• Dense generation and frequent growth/age updates can be costly.• Falling-leaf collisions approximate static surfaces; they do not simulate piles, bounce or leaf-to-leaf collisions.• Supplied shaders use ambient lighting and the main directional light, including received shadows. Vines do not cast shadows or evaluate additional point/spot lights.• Mobile, XR and operating systems other than Windows have not been verified.


