In this scene I wanted to test how dense clusters of foliage would effect FPS performance by using only; one Texture atlas for the entire ground coverage, I continued by adding larger Fir & Cedar trees using the same technique, also including the billboard textures into the original atlas.
I set up the material shaders for minimal drawcalls by using only Three:
Foliage Shader/Material - Any part of the tree that would used an alpha mask; I.E Leaves, Branches, Moss & Billboard LOD would use this shader.
Wood Shader/Material - This would be assigned to parts of the tree that would use non-masked areas of the atlas: Bark/Trunk and Cap
Proxy Shader/Material - Self Explanatory.
Overall the FPS would stay between 80 - 109 FPS.
Drawcalls would stand just under 2000.