Animated Vegetation Ultimate Pack
Unity · 模型
Grow Vines on Any Surface — In the Editor or at Runtime Vine & Creeper System is a production-ready procedural vegetation tool. Place a seed on any surface, click Start Growth, and watch organic vines crawl across walls, arches, floors, ceilings, and overhangs — all in real time. Need runtime interactivity? Spawn, trim, and regrow vines from code in a single line. Need performance? GPU compute acceleration, 4-level automatic LOD, and spatial culling keep frame times low even with dozens of vines in a scene. Key Features Procedural Growth Two growth algorithms: Surface Crawler (sine-wave wiggle, raycasting adhesion, corner wrapping) and Radial Spread (multi-branch fan ideal for ground cover) Configurable step size, branch probability, gravity, stiffness, and organic randomness Reproducible results via seed — same seed always produces the same vine Runtime Dynamics Spawn vines at runtime with a single API call: VineSystem.Instance.CreateAndGrow(...) Trim vines to length and regrow them from any state — ideal for gameplay mechanics like cutting vines or environmental storytelling Full state machine: Growing → Paused → Trimmed → Regrowing async/await support with cancellation token for non-blocking workflows Droop Physics Three modes: Verlet (rope simulation), Catenary (analytic curve), Hybrid (blend of both) Configurable stiffness and iteration count Applied after growth completes for realistic sag and weight GPU-Accelerated Rendering Dual render path: GPU compute shader on PC/Console, CPU fallback for Mobile/WebGL Auto-detected at runtime — no manual configuration required Billboard LOD2 for distant vines LOD & Culling System 4-level LOD: Full mesh → Reduced mesh (~50% segments) → Billboard → Culled Distance-based and screen-size-based switching Grid-based spatial culling for large open-world scenes Editor Tools Visual seed placement in Scene view Optimize button to reduce segments while preserving shape Unified Preset Manager tab: browse, filter, set default, save, and create presets One-click bake to prefab with collider, lightmap UV, and mesh optimization options Save/load vine state to JSON for procedural world persistence Preset Library (10 included) Dense Forest Vines, Wall Climbing Ivy, Tropical Jungle Vines Ground Covering Creepers, Fast Growing Creepers, Sparse Decorative Vines Minimalist No Leaves, Low Poly, Atlased Leaves Example, Throne Each preset is a standalone .asset file — duplicate and customise Performance Benchmarks PC (mid-range): 5,000 segments @ ~4.15 ms/frame (240 FPS) Mobile: 1,000 segments @ ~2.34 ms/frame (428 FPS) 97%+ GC allocation reduction via dirty-flag mesh system and object pooling CPU manager overhead: ≤ 1.5 ms/frame What's Included 87 C# scripts across API, Algorithms, Core, Editor, Rendering, and Runtime modules 4 Built-in pipeline shaders (Trunk, Leaves, Leaves Full, Leaves Simple) 10 VinePreset .asset files 4 demo scenes (Procedural Baked, Procedural Runtime, No Animated, Runtime Test) Full documentation: User Manual, API Reference, Presets Guide Documentation All documentation is included in the package under Docs/: USER_MANUAL — Installation, editor workflow, all 40+ parameters explained API_REFERENCE — Full API reference with signatures and code examples PRESETS_GUIDE — Every preset described with use-case guidance Unity: 2021.3 LTS or newer (tested on 2021.3, 2022.3, Unity 6) Render Pipeline: Built-in ✅ — URP and HDRP variants coming in next version Platforms: PC, Console, Mobile (CPU fallback), WebGL (CPU fallback) Scripting Backend: Mono and IL2CPP Dependencies: None — no third-party packages required Support Only Built-in RP and URP. HDRP in progress.