Overview
Live WebGPU Demo (Enable flag webgpu in you browser settings )
Live in App "lumasphere" on google play market or apple store
Grow a glowing tree of pure energy. No modeling, no animation clips, no Shader Graph.
Energy Tree builds a full tree from a seed: energy strands twist up from the root tips, run through the trunk, split into branches and end in breathing billboard leaves, while a GPU driven burst throws glowing leaf particles out of the canopy on a loop. Change a slider, the tree rebuilds in the Scene view instantly.
Every shape, every leaf and every particle comes from three ScriptableObject assets with independent seeds, so tuning the branches never reshuffles the leaves.
Runs in a browser tab. The demo above is a real Unity WebGPU build, not a video.
Procedural shape
- Strands run root tip to trunk to branch tip, built from one master seed
- Root spread, depth and curl for a flared or a clawed base
- Trunk height, twist turns and a bundle radius curve for the helix
- Two branch generations with angle, length and falloff ranges
- Growth bias from willow droop to sun seeking, with a falloff curve
- Independent noise on the trunk axis and on the branches
- Canopy clamp radius keeps tips inside a silhouette you control
- Fold smoothing stops ribbons from folding over themselves at any width
Energy strand shader
- Two scrolling atlas layers with Add, Multiply or Screen blending
- HDR gradient from root color to tip color
- Stencil pass so overlapping strands add their light once per pixel, no white mush
- Vertex sway weighted toward the tips, roots stay planted
- Joint and tip fading plus edge softness measured in pixels
- SRP Batcher compatible
Breathing leaves
- One camera facing billboard per branch anchor
- Two texture layers half a cycle apart, so leaves fade in and out without popping
- Per leaf size, cycle speed, rotation and atlas frame from an independent seed
- Alpha and scale curves baked straight to the GPU
GPU leaf burst
- Compute shader simulation, particles relaunch on their own period forever
- Speed curve is integrated, so reshaping it changes the pacing without changing the reach
- Per particle lifetime, gravity, size, brightness and atlas frame
- One buffer allocated once, up to 8192 particles
- Burst, Stop and Play On Enable from the inspector or from script
Workflow
- Three settings assets, drag a slider and watch it rebuild live
- Generated meshes and child objects never touch your scene file or prefab
- Full HLSL source, no Shader Graph, no hidden dependencies
- Polygon budget on a single slider
- Welcome window with the full manual inside the editor
Mobile and Web
- Strands and leaves target shader model 3.5, they run on any mobile GPU
- The burst uses a compute shader, supported on Vulkan, Metal, GLES 3.1 and WebGPU
- One draw call per system, no per particle CPU work, no garbage per frame
- Tune the whole thing down to a handful of strands for phones, or up for a hero prop
Built for Unity 6 and the Universal Render Pipeline. Works as a hero prop, a shrine, a portal anchor, a skill tree backdrop, a menu centerpiece or a level end beacon.