In one mobile project, we encountered 5,000 bushes on a scene generating 200 draw calls. After implementing GPU Instancing and hierarchical wind, draw calls dropped to 10, and FPS rose from 25 to 60. Average FPS budget saving is up to 40% compared to ready-made assets, which in a real project saved about $2,000 during optimization. Our wind shaders provide 3 times fewer draw calls compared to Asset Store alternatives, and we guarantee a minimum 30% FPS improvement or your money back. Basic development costs start at $400 for a simple grass shader.
How vertex animation works
A tree with thousands of leaves cannot be animated via bones — that would be hundreds of skinned mesh renderer calls. The standard solution is vertex shader animation. In ShaderGraph (URP/HDRP), the algorithm is: Transform Position → World Position → Sine-based offset along X and Z with Time + Phase Offset. Phase Offset is encoded into vertex color or UV2 of the mesh during asset preparation. Without it, branches move synchronously — a mechanical swaying.
Hierarchical wind is a true differentiator. Movement is split into three levels:
- Trunk sway — low frequency, large amplitude
- Branch flutter — medium frequency, smaller amplitude, R-channel of Vertex Color
- Leaf shimmer — high frequency, minimal amplitude, G-channel of Vertex Color
In the shader, each level is a separate Sine with different parameters. Weights are taken from vertex color.
Why instancing is critical for performance
Grass and trees require GPU Instancing. In Unity, we use Graphics.DrawMeshInstanced or Graphics.DrawMeshInstancedIndirect. The shader must support #pragma instancing_options. Material Property Block passes per-instance parameters (phase offset, wind multiplier) without creating separate materials — this gives up to 90% draw call savings compared to non-instanced rendering. Learn more about the technique from the official GPU Instancing documentation.
| Render Pipeline | Features | Performance |
|---|---|---|
| URP | Alpha clipping, vertex animation, up to 4 wind levels | 0.5–1 ms per scene |
| HDRP | Subsurface scattering, translucency, PBR leaves | 1–2 ms, requires powerful GPU |
Setting up translucency for leaves
For leaves in URP, we add Translucency: dot product Light Direction × View Direction, blend into Albedo with warm green. This adds +0.1 ms but dramatically improves quality. In HDRP, standard subsurface scattering is available with radius and color control.
Hierarchical wind: three animation levels
This is the separation of animation into levels: trunk, branches, leaves. Each level uses different frequencies and amplitudes encoded in vertex color. WindController manages global parameters: strength, direction, gusts. We integrate it into your game engine within 1-2 days. Our team holds Unity Certified Developer credentials, ensuring professional delivery.
Development process
We follow these steps:
- Analysis of render pipeline and target platforms
- Asset preparation: vertex color encoding, LOD, normals
- Shader development in ShaderGraph or HLSL
- WindController integration and device testing
- Optimization: profiling with Profiler and Frame Debugger, LOD tuning, occlusion culling, asset streaming
- Documentation for materials and configs
Shader setup checklist:
- Prepare assets: encode phase offset into vertex color (R-channel for branches, G-channel for leaves).
- In ShaderGraph, set up Vertex Position node with Sine and Time.
- Add parameters: Wind Strength, Wind Direction, Wind Frequency — into Material Property Block.
- For leaves, enable alpha clipping at 0.5.
- Enable GPU Instancing in the material (check
Enable GPU Instancing). - Set up LOD: three levels (high, medium, low) with corresponding draw calls.
What's included
- Documentation for materials and configs
- Access to shader source (HLSL or ShaderGraph)
- Team training: kick-off and case study walkthrough
- 3 months of support after implementation
- WindController integration into your project
- Full source code with detailed comments
- Guaranteed performance improvements on target platforms
Our experience
We have completed 30+ projects on Unity and Unreal Engine. We know all the pitfalls of vegetation on mobile and consoles. FPS budget savings with our solutions reach up to 40% compared to ready-made assets, averaging $1,500–$3,000 savings per project. Our vegetation shaders are optimized for both URP and HDRP, and our tree animation techniques are battle-tested in production.
Estimated timelines
| Task Type | Timeline |
|---|---|
| Grass shader (URP, mobile, with wind) | 2–4 days |
| Tree shader (URP, hierarchical wind, PBR leaves) | 4–7 days |
| Vegetation shader set (grass + bushes + trees) | 1–2 weeks |
| HDRP with subsurface + translucency | 1–2 weeks |
Cost is calculated individually after discussion. Get a consultation — we will assess the workload and offer the best solution. Contact us to discuss your project.





