Table of Contents

BRG Camera Settings


An optional component added to cameras to control the LOD bias multiplier for BRG Instanced Renderer on a per-camera basis.

Inspector Properties

Property Type Default Description
LOD Bias Multiplier float (0.01–10) 1.0 A multiplier applied on top of Unity's global QualitySettings.lodBias.

How It Works

The final LOD bias used for a camera is:

Final LOD Bias = QualitySettings.lodBias x LOD Bias Multiplier

  • A multiplier of 1.0 uses the global Quality Settings value as-is (default behavior).
  • A multiplier greater than 1.0 pushes LOD transitions farther away, keeping higher-detail meshes visible at greater distances.
  • A multiplier less than 1.0 pulls LOD transitions closer, using lower-detail meshes sooner.

When to Use

  • Cinematic cameras — Set a higher multiplier to maintain maximum detail for cutscenes or beauty shots.
  • Minimap or overview cameras — Set a lower multiplier to aggressively use lower LODs, since detail isn't needed.
  • Split-screen or secondary cameras — Reduce LOD quality on secondary viewports to save rendering budget.

Methods

SnapCrossfade

public void SnapCrossfade()

Snaps all animated crossfade transitions to their target LOD for this camera. Convenience wrapper around SnapCrossfadeState on the singleton.

// snap crossfade after teleporting this camera
GetComponent<BRGCameraSettings>().SnapCrossfade();

Notes

  • If no BRG Camera Settings component is present on a camera, the standard QualitySettings.lodBias is used with a multiplier of 1.0.
  • This component only affects LOD selection within BRG Instanced Renderer. It does not change Unity's built-in LOD behavior for non-BRG objects.