Here are some screenshots from a personal prototype I created last year, to explore problem sets around procedural asset generation. The question I was trying to solve for myself was what kinds of rule sets would create consistently pleasing but still diverse assets.
The result was a rather fun Dr Seuss style plant generator. Here are some screenshots of the kinds of things it produces. Everything about these assets is created from scratch in Unity - meshes, textures, even the color design.
I might do a more in-depth write up of some of the methods I used later, but for now enjoy the pretty pictures!