FoliMesh

Ground cover in Realistic Style for Unity

Ground cover in Unity means ferns, grass tufts and reeds scattered across forest floors, meadows and shorelines. Each set here ships as Fern, Grass Tuft and Reed with four levels, LOD0 through LOD3, plus a base pivot, a collision mesh and GLB, FBX or OBJ export.

Unity imports FBX and OBJ natively, so the realistic PBR materials and alpha-clipped leaf cards arrive intact; for GLB add the official glTFast package, which imports at edit time. Name meshes with _LOD0–_LOD3 and a LOD Group appears on import. Enable Alpha Clipping and two-sided rendering in the URP or HDRP Lit shader, then lean on GPU instancing, the SRP Batcher or the GPU Resident Drawer in Unity 6 for dense scenes.

Models
3
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.

Other categories

Same in other styles

Same for other engines