FoliMesh

Bushes in Realistic Style for Unity

Eight shrubs — Bamboo, Bush, Boxwood, Hedge, Juniper, Wild Rose, Raspberry and Hazel — ship as a Unity package with the LOD Group, materials and colliders already wired up. Meshes named _LOD0 through _LOD3 generate the LOD Group on FBX import; GLB needs the official glTFast package. Realistic bark carries base colour, normal and roughness maps, while leaves are alpha-tested cards with Alpha Clipping enabled and both faces rendered, so hedges and boxwood cast correct shadows without sorting.

LOD1–LOD3 shed branches and leaf cards, which keeps hedge rows and undergrowth cheap in first- and third-person games, survival and open-world builds on PC and console. Save each shrub as a prefab for the Terrain tree painter and let GPU instancing, the SRP Batcher and Unity 6's GPU Resident Drawer handle density. On mobile, start at LOD1 or LOD2 and watch leaf-card overdraw.

Models
8
Levels of detail
LOD0 – LOD3
Formats
GLB · FBX · OBJ

About the Realistic style

Realistic models use the PBR metal/roughness workflow that glTF 2.0, Unity, Unreal, Godot and three.js read directly.

  • Bark: base colour, normal and roughness maps on the trunk and branches.
  • Leaves: alpha-tested (masked) cards with leaf-cluster textures, not alpha-blended, so they write depth, need no sorting and cast correct shadows.
  • Bark and leaves use separate materials, which keeps draw calls predictable and works well with GPU instancing.
  • LOD0 is the close-up mesh; LOD1–LOD3 drop branches and leaf cards, so the last level is light enough for far distances.

Best for first- and third-person games, survival, open worlds and simulators on PC and consoles. On mobile, start from LOD1 or LOD2 as the nearest level and watch overdraw from leaf cards.

Using it in Unity

Unity imports FBX and OBJ natively; for GLB/glTF add Unity's official glTFast package (com.unity.cloud.gltfast), which imports at edit time.

  • Meshes named with _LOD0…_LOD3 suffixes get a LOD Group automatically on FBX import; otherwise add a LOD Group and set screen-size thresholds by hand.
  • Put the collision mesh on a Mesh Collider (enable Convex for rigidbodies) and keep its renderer off.
  • Leaves: enable Alpha Clipping in the URP/HDRP Lit shader and render both faces.
  • For the Terrain tree painter, save each tree as a prefab with a LOD Group. Dense forests benefit from GPU instancing, the SRP Batcher or the GPU Resident Drawer in Unity 6.

No SpeedTree importer or licence is needed.

Packs

Other categories

Same in other styles

Same for other engines