SpeedTree Wind
BRG Instanced Renderer is the only GPU instancing solution that includes built-in support for SpeedTree wind animation.
Wind parameters are computed per-prototype each frame and uploaded to the GPU, so all instances of a SpeedTree prefab animate with correct wind motion at no additional CPU cost per-instance.
How It Works
The system bridges Unity's internal SpeedTree Wind Manager to read wind parameters for each registered SpeedTree prototype. These parameters are packed into a GPU buffer and made available to SpeedTree shaders during rendering.
Supported Versions
- SpeedTree 7/8 (.st) and SpeedTree 9 (.st9) meshes are fully supported.
- Wind is applied automatically — no extra setup is needed.
Note
Only global wind zones are supported. Local wind zones are not supported.
SpeedTree 7/8 (.st) should use the SpeedTree Crossfade mode. SpeedTree 9 (.st9) and newer should use any of the other three modes. See Crossfade.
Note
SpeedTree wind is not the only supported wind — any wind shader that uses regular vertex displacement (like TVE, Nature Manufacturer, Seedmesh, etc.) also works out of the box.