FoliMesh

Cacti & Succulents in Realistic Style for Unity

Drop the Unity package into a project and the LOD Groups, PBR materials and colliders are already assigned, so five desert plants — Saguaro, Barrel Cactus, Prickly Pear, Agave and Aloe — go straight into a scene. Meshes are named with _LOD0…_LOD3 suffixes, and Unity builds the LOD Group on FBX import; GLB needs the glTFast package.

Bark and leaf materials stay separate, keeping draw calls predictable under the SRP Batcher or GPU Instancing. Alpha-tested cards on Agave and Aloe need Alpha Clipping enabled in the URP or HDRP Lit shader, with both faces rendered, so they write depth and cast correct shadows. Each plant is prefab-ready for the Terrain tree painter; realistic desert and western scenes hold up on PC and console, and on mobile start from LOD1.

Models
5
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