Easy trees pack (mobile)

About Easy trees pack (mobile) – Unity 3D Asset

Easy trees pack (mobile) Unity Asset Overview

In mobile environment design, real-time vegetation poses one of the most significant rendering bottlenecks due to a combination of fill-rate limitations, alpha cutout overdraw, and high draw call counts. The Easy trees pack (mobile) asset collection provides pre-configured foliage prefabs tailored specifically to mitigate these architectural constraints on low-power mobile architectures, including ARM Mali, Qualcomm Adreno, and Apple Silicon mobile GPUs.

Integrate this pack into Unity's rendering infrastructure by choosing between native Unity Terrain Engine painting and manual object placement utilizing GPU Instancing. Because mobile tile-based deferred renderers (TBDR) suffer severe performance penalties when encountering excessive overdraw from overlapping alpha textures, the geometry in this collection prioritizes clean polygonal outlines around leaf clusters over raw texture transparency.

Mesh Topology & LOD Group Configuration

The mesh assets in this package feature a optimized vertex footprint intended to run smoothly on mobile hardware without overburdening the geometry engine. Rather than relying on heavy high-polygon branches, the assets employ a hybrid structure of stylized trunk geometry paired with geometric canopy cards.

Level of Detail (LOD) Strategy

Each tree prefab comes structured with a pre-configured LODGroup component. Achieving low frame-times on mobile devices requires aggressive screen-relative transition thresholds:

The vertex layout includes encoded Vertex Color data across the RGB channels. These channels are utilized by vertex-displacement shaders to drive lightweight wind turbulence directly on the GPU, avoiding the performance hit of CPU-bound bone animations or SkinnedMeshRenderer overhead.

Material Pipeline, SRP Batching & GPU Instancing

The pack is structured around combined texture atlasing to minimize material swaps and keep draw calls to an absolute minimum during scene execution.

Texture Atlasing & PBR Workflow

Rather than assigning unique material instances to individual tree types, the collection utilizes shared Texture Atlases containing combined Diffuse/Alpha (RGBA), Normal maps, and combined Metallic/Roughness/Occlusion textures. This permits diverse tree variants to share a single material state in memory.

Runtime Vegetation Controller & C# Optimization

When placing hundreds of instances dynamically across a level, modifying material parameters directly creates cloned material instances, breaking batching and spiking Draw Calls. The following implementation uses a MaterialPropertyBlock to safely adjust global or per-zone wind intensity and color variation without disrupting GPU Instancing.

using UnityEngine;

[DisallowMultipleComponent]
[RequireComponent(typeof(MeshRenderer))]
public class MobileFoliageController : MonoBehaviour
{
    [SerializeField] private Color foliageTint = Color.white;
    [SerializeField] private float windSpeed = 1.2f;
    [SerializeField] private float windTurbulence = 0.5f;

    private static readonly int TintProperty = Shader.PropertyToID("_BaseColor");
    private static readonly int WindSpeedProperty = Shader.PropertyToID("_WindSpeed");
    private static readonly int WindTurbulenceProperty = Shader.PropertyToID("_WindTurbulence");

    private MeshRenderer targetRenderer;
    private MaterialPropertyBlock propertyBlock;

    private void Awake()
    {
        targetRenderer = GetComponent<MeshRenderer>();
        propertyBlock = new MaterialPropertyBlock();
    }

    private void Start()
    {
        ApplyInstanceProperties();
    }

    public void ApplyInstanceProperties()
    {
        // Get existing properties to prevent overwriting other block values
        targetRenderer.GetPropertyBlock(propertyBlock);

        propertyBlock.SetColor(TintProperty, foliageTint);
        propertyBlock.SetFloat(WindSpeedProperty, windSpeed);
        propertyBlock.SetFloat(WindTurbulenceProperty, windTurbulence);

        // Apply updated properties without breaking GPU Instancing batches
        targetRenderer.SetPropertyBlock(propertyBlock);
    }

    private void OnValidate()
    {
        if (Application.isPlaying && targetRenderer != null)
        {
            ApplyInstanceProperties();
        }
    }
}

Asset Details & Specifications

Category3D / Vegetation
Latest Versionv1.0
File Size20.59 MB
Added to PlatformFebruary 6, 2026
Views7 views
Downloads1 downloads
Favourites0 favourites
Issue with Package?Report Broken Link →

Developers Who Downloaded This Also Downloaded

Related Unity 3D Assets