Real Flowers — Flower Library with LODs and Bloom (URP)
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13 game-ready plants for Unity 6 URP, 12 flowers and meadow grass: four LODs each from macro close-up to far mesh, one shader with three quality tiers, bud-to-bloom stored in the mesh.Made for the Universal Render Pipeline (URP 17.3, Unity 6000.3.21f1 or newer). The Built-in Render Pipeline and HDRP are not supported.Real Flowers is a library of 13 game-ready plants for Unity 6 (6000.3.21f1) in URP: Rose, Tulip, Daisy, Lavender, Sunflower, Dandelion, Lily, Poppy, Peony, Hydrangea, Orchid, Cherry Blossom and Meadow Grass. Every plant has four levels of detail, from a close-up mesh built for macro shots down to a far mesh of a few dozen to a few hundred triangles, so the same flower can be the hero of a shot or one of thousands in a meadow.A library first, animation when you want it. Out of the box every plant is a fully open flower with ready materials. Bud-to-bloom opening and growth from a seedling are stored in the same meshes and stay at rest until you change a value: no bones, no animation clips, no extra meshes.Four LODs per plant. LOD0 is the close-up mesh (16,464 to 75,068 triangles for the flowers, 3,930 for the grass), LOD1 is for a few metres away (2,458 to 6,498), LOD2 for the middle distance (424 to 1,266) and LOD3 for far away (60 to 752; grass 40). On the close-up meshes of the larger flowers the petals have a modelled thickness, and every plant is built to natural size, from a 0.25 m dandelion to a 1.28 m sunflower. Each plant is one FBX with its four LOD meshes. Every species comes as a ready LODGroup prefab with a FlowerInstance and as a Mobile-tier prefab, and the six flowers with water beads also as a close-up prefab with beads: 73 prefabs in all, with the colour variants, three field prefabs and three demo floors.One flower shader, three quality tiers. The RealFlowers/Flower shader picks its quality per material. Macro, for close-ups: a tiling micro-normal, wrapped scattering, thin-slab light transmission through the petals with shadows and a colour that deepens with thickness, anisotropic highlights along the petal, a velvet sheen and a wax lobe on leaves. Standard, for normal viewing distances: normal and mask maps, GGX specular and back-light transmission. Mobile: per-vertex lighting and a constant transmission, without a normal map. Ambient occlusion is baked into the vertex colours for both the open and the bud pose. Petals are two-sided, LOD changes cross-fade and fog is supported. Both shaders are SRP Batcher compatible, so plants that keep their material values are drawn by the SRP Batcher.Bud to bloom without bones or clips. Every vertex stores the open pose, the closed pose and the hinge of its petal, sepal or leaf, and the shader moves it along an arc between the two, so a petal keeps its size while the bud opens. Two numbers drive a plant: Bloom (0 closed bud, 1 open, up to 1.5 overblown) and Growth (0 seedling, 1 grown, which also unfolds the leaves). Outer petals and sepals open first and every petal has its own timing. Shadows and depth follow the motion. The FlowerInstance component sets both values per plant from the Inspector or from code and has an optional open, hold and close loop. A plant left at its material values keeps no per-renderer override and stays in the SRP Batcher; while FlowerInstance holds a plant at other values or animates it, its renderers carry a MaterialPropertyBlock and are drawn outside the SRP Batcher, one by one or with GPU instancing.Water beads for close-ups. The close-up meshes of six flowers (rose, tulip, sunflower, lily, peony and cherry blossom) carry modelled water beads with their own shader: they refract what lies behind them, catch the light and ride their petals as the flower opens. One material switch removes them. For the other LODs the flower shader has an optional procedural dew pattern.Meadows of tens of thousands of plants. The FlowerField component draws a whole field without a GameObject per plant. It scatters a seeded number of plants over a rectangle or a Terrain, keeps them in square cells, culls the cells per camera, picks a LOD per cell by distance, limits shadows by distance and LOD, and submits the visible plants with GPU instancing. Bloom is uniform with a seeded spread, or a wave that sweeps an opening front across the field. Mix species by placing one field per species on the same area; three ready field prefabs (a wildflower meadow, roses and tulips) show the setup, and GetStats reports the plants, triangles and draw calls of each camera.Wind in the shader. One FlowerWind component sets the scene wind: direction, strength and flutter. Each material scales it for its species, and the motion is part of the same vertex program, so it costs no scripts per plant.Full PBR texture set for every species. A petal atlas and a foliage atlas per species, each with a de-lit albedo, a normal map and a packed mask (thickness, roughness, ambient occlusion, height). The rose atlases are 4096 px, the others 2048 px, plus a tiling micro-normal for close-ups.Your own colours. A petal material can switch to gradient mode: a base and a tip colour tint the grey vein detail of the atlas, and a UV region keeps stamens, discs and the orchid lip in their own colours. One texture set can serve any number of colour variants, and 35 ready colour-variant prefabs give every flower species 3 to 5 colours, counting its default (listed in the manual).AI Ready. Real Flowers is built to be driven by AI coding agents (for example Claude Code, Codex, Cursor or a Unity MCP bridge) as well as by hand. Documentation/AGENTS.md ships in the package and gives an agent the exact entry points: the species prefabs by path (Prefabs//RF_.prefab), the FlowerInstance component with its bloom, growth and auto-play fields and Apply(), the FlowerField component with its scatter, LOD, shadow and bloom settings and GetStats(camera), FlowerWind for the scene wind, and the RealFlowers/Flower shader with its _Tier quality switch and gradient colour properties. Presets are plain data: a look is a material and a placed flower is a prefab, with no hidden settings. The guide has task recipes (a new colour, a flower that opens when the player comes near, a meadow, a mobile build, a growing garden) and a Verify section that proves the result without looking at the screen: every species prefab has a LODGroup with four LODs and a FlowerInstance, every material uses a Real Flowers shader with no shader errors, and FlowerField.GetStats reports the plants it drew.Requirements and limits. Unity 6000.3.21f1 or newer with URP 17.3; HDRP and the Built-in render pipeline are not supported, and the shaders are written for the URP Forward and Forward+ paths. Tested on Windows in the editor and in a Windows player (Direct3D 11); other platforms are not validated yet, and the Mobile tier has not yet been tested on a phone. Bloom, growth and wind need the pack's shaders: with any other shader a plant renders open and still. The animation data lives in the UV2 to UV7 channels of the meshes, so keep Optimize Mesh Data off in the Player settings and do not run the meshes through tools that rewrite or strip UV channels. The LOD0 meshes are made for close-ups and are heavy: up to 75,068 triangles (the rose). There is no impostor or billboard after LOD3. FlowerField needs GPU instancing support and materials with GPU instancing enabled, switches LODs per cell without a cross-fade, scatters evenly (no density mask) and computes the bloom of every plant on the CPU each frame. The plants have no colliders. The water beads need the camera Opaque Texture. The textures of twelve plants were made from AI-generated images of about 1.6 megapixels and then edited (see the AI disclosure); the rose textures are the publisher's own.Included: 13 FBX models, 79 PNG textures, 197 materials and 73 prefabs, the Real Flowers shaders, the C# source of the runtime components, three demo scenes (a catalogue of all 13 plants, a macro close-up of the rose opening and closing, and a wildflower meadow with wind and a bloom wave) lit by the publisher's own procedural studio sky, and four documents: a manual, an agent guide, a changelog and the third-party and AI notices. The meshes are built by the publisher's own procedural flower generator.More from this publisher: https://assetstore.unity.com/publishers/20507Support: use the support contact on the publisher page. If Real Flowers works for you, a rating on this page helps other developers find it.Unity 6000.3.21f1 or newer, Universal Render Pipeline 17.3 (Forward and Forward+). HDRP and the Built-in render pipeline are not supported.Content: 13 plants (12 flower species and Meadow Grass), one FBX each with four LOD meshes (LOD0 close-up to LOD3 far); 73 prefabs (13 species prefabs, 13 Mobile-tier prefabs, 6 close-up prefabs with water beads, 35 colour variants, 3 field prefabs, 3 demo floors); 197 materials; 3 demo scenes.Triangles per LOD (LOD0 / LOD1 / LOD2 / LOD3) and vertices of LOD0, plant height: Rose 75,068 / 3,430 / 424 / 60, 45,404 vertices, 0.50 m. Tulip 40,496 / 4,828 / 674 / 108, 22,814 vertices, 0.43 m. Daisy 16,464 / 4,858 / 504 / 126, 11,963 vertices, 0.40 m. Lavender 33,320 / 5,940 / 980 / 420, 36,680 vertices, 0.39 m. Sunflower 29,384 / 4,186 / 540 / 192, 19,446 vertices, 1.28 m. Dandelion 18,824 / 5,090 / 714 / 250, 15,820 vertices, 0.25 m. Lily 29,312 / 3,646 / 978 / 198, 18,846 vertices, 0.94 m. Poppy 27,312 / 4,988 / 894 / 206, 17,744 vertices, 0.54 m. Peony 27,446 / 5,606 / 702 / 108, 18,055 vertices, 0.79 m. Hydrangea 32,766 / 6,340 / 872 / 306, 25,848 vertices, 0.60 m. Orchid 23,388 / 2,458 / 648 / 166, 16,240 vertices, 0.52 m. Cherry Blossom (branch) 31,098 / 6,498 / 1,266 / 752, 25,392 vertices, 0.60 m. Meadow Grass 3,930 / 806 / 186 / 40, 5,460 vertices, 0.52 m.Counts are as generated; Unity drops a few zero-area triangles of the daisy, sunflower and poppy on import.Textures per species: petal atlas and foliage atlas, each albedo (de-lit), normal and mask (R thickness, G roughness, B ambient occlusion, A height). Rose 4096 x 4096, every other species 2048 x 2048, plus a 512 x 512 tiling micro-normal. PNG only.Shaders: RealFlowers/Flower with Macro, Standard and Mobile tiers (thin-slab transmission, anisotropic specular, sheen, wax lobe, vertex-colour ambient occlusion, gradient colour mode, procedural dew, LOD cross-fade, fog); RealFlowers/Water Bead for the modelled water beads of six flowers (needs the camera Opaque Texture). Both are SRP Batcher compatible; a plant whose FlowerInstance holds other bloom or growth values than its materials, or animates it, uses a MaterialPropertyBlock and is drawn outside the SRP Batcher.Animation: bloom (0 to 1.5) and growth (0 to 1) stored in mesh UV channels 2 to 7 and evaluated in the vertex shader of every pass; no bones, blend shapes or animation clips.Components (assembly RealFlowers.Runtime, C# source included): FlowerInstance (bloom, growth, auto-play loop per plant), FlowerField (instanced scatter with per-cell LOD, culling, shadow limits, uniform or wave bloom, GetStats), FlowerWind (scene wind). Tested in development with a meadow of 102,000 plants (20,000 flowers and 82,000 grass tufts).Editor: FlowerModelPostprocessor keeps the import settings that preserve the animation channels (assembly RealFlowers.Editor).Documentation: Documentation/Real Flowers Manual.md, Documentation/AGENTS.md (guide for AI coding agents), CHANGELOG.md, Third-Party Notices.md.Tested: Windows editor and Windows player (Direct3D 11). Other platforms are not validated yet.Number of textures: 79 PNG (6 per species: petal and foliage atlas, each albedo, normal and mask; plus 1 tiling micro-normal) and 2 HDR EXR for the demo studio sky.Texture dimensions: Rose atlases 4096 x 4096, other atlases 2048 x 2048, micro-normal 512 x 512; demo sky 2048 x 1024 and 256 x 128.Polygon count of each model: see the triangle counts per LOD above (triangles, as generated).Minimum polygon count: 40 triangles (Meadow Grass LOD3); smallest close-up mesh 3,930 triangles (Meadow Grass LOD0), smallest flower close-up mesh 16,464 (Daisy LOD0).Maximum polygon count: 75,068 triangles (Rose LOD0).Number of meshes/prefabs: 13 FBX models with 52 LOD meshes; 73 prefabs.Rigging: No.Animation count: 0 animation clips; bud-to-bloom, growth and wind are procedural vertex animation in the shader, driven by two values per plant (Bloom, Growth) and the scene wind.Animation type list: procedural vertex-shader animation (bloom, growth, wind); no skeletal animation, no blend shapes, no clips.UV mapping: Yes (UV0 atlas layout; UV2 to UV7 hold the animation data).LOD information: 4 levels per plant (LOD0 close-up, LOD1, LOD2, LOD3 far) in one LODGroup per prefab, with LOD cross-fade; FlowerField picks a LOD per cell.Types of materials and texture maps: RealFlowers/Flower (petal and foliage, Macro, Standard and Mobile tiers, colour variants in gradient mode), RealFlowers/Water Bead, URP Lit (demo floors), Skybox/Panoramic (demo sky); maps: albedo (de-lit, sRGB), tangent-space normal, packed mask (R thickness, G roughness, B ambient occlusion, A height), tiling micro-normal, HDR panorama.Package size: 318.5 MB (318,521,667 bytes), 403 files.AI tools were used to make this package, under the publisher's direction and review. Textures: the petal, leaf and flower-centre textures of eleven species (tulip, sunflower, daisy, lavender, poppy, lily, orchid, peony, cherry blossom, dandelion, hydrangea) and of Meadow Grass started as images generated with an AI image generator (OpenAI image generation through the Codex desktop application), about 1.6 megapixels each. The publisher's own tools then cropped, resized, de-lit and edge-padded them and packed them into atlases; the normal, height, thickness, roughness and ambient-occlusion maps were derived from them procedurally, not generated. The rose textures are the publisher's own photo-based maps and were not made with AI; the tiling micro-normal maps are procedural. Meshes: every plant is built by the publisher's procedural flower generator (Python scripts run in Blender); no mesh comes from a generative 3D model. Code and text: the generator, the C# components, the shaders, the editor script, the documentation and the store texts were written with AI coding assistants (Anthropic Claude) and checked by the publisher's tests and visual review. The store screenshots and videos are captures of the package running in Unity. The thumbnail image of the presentation video was composed with an AI image tool from a render of the package's rose.


