Table of Contents

BRG Prototype Extra Data


An optional component that you add to prefab assets to customize how BRG Instanced Renderer handles shadow rendering, LOD behavior, motion vectors, and dynamic density for that specific prefab type.

Any prefab registered as a prototype (via BRG Instance Group or Terrain Registerer) will pick up these settings automatically.

Shadow Optimizations

Property Type Default Description
Max Shadow Cascade int (1–4) 4 Maximum number of shadow cascades this prototype renders into. Lower values skip distant cascades. Set to 1 for grass and small details.
Min Shadow LOD int (0–7) 0 Minimum LOD level used for shadow rendering. If set to 1, shadows use the LOD1 mesh instead of LOD0, reducing shadow polygon count.
Override Max Shadow Distance bool false Enables the per-prototype max shadow distance below.
Max Shadow Distance float 80m Cull shadows for this prototype beyond this distance. Only used when the override toggle is enabled.
Override Max Shadow Crossfade Cascade bool false Enables the per-prototype shadow crossfade cascade override below.
Max Shadow Crossfade Cascade int (0–4) Number of shadow cascades using dithered crossfade for this prototype. Overrides the global value on the Config.

For more details, see Shadow Optimization.

Screen Size / LOD Overrides

Animated Crossfade Duration

When a LOD Group with animated crossfading is present on the prefab:

Property Type Default Description
Override Animated Crossfade Duration bool false Enables a per-prototype animated crossfade duration, overriding the global default on the Config.
Animated Crossfade Duration float 0.5s Time in seconds for animated LOD crossfade transitions for this prototype.

Screen Size Culling

Disabled when a LOD Group or Mesh LOD is active (use the LOD Group's culled level or Mesh LOD's min screen size instead).

Property Type Default Description
Min Screen Size float (0–1) 0 Screen size percentage below which instances are culled. 0 means disabled.
Fade Mode enum None How instances disappear at the cull boundary: None (instant pop), Crossfade (stateless dither), or Animated Crossfade (time-based fade).
Fade Width float (0–1) 0 Width of the fade band for stateless crossfade mode.

When Fade Mode is set to Animated Crossfade, the Override Animated Crossfade Duration field appears here instead of the LOD Group section above.

Mesh LOD (Unity 6.2+)

Disabled when a LOD Group is present. Requires a mesh with internal LOD ranges (lodCount > 1).

Property Type Default Description
Use Mesh LOD bool false Enables Mesh LOD mode.
Num LODs int (1–8) 4 Number of BRG LOD levels to create from the mesh's internal LOD ranges.
Fade Mode enum None Crossfade mode for Mesh LOD transitions: None (hard cut), Crossfade (stateless dither), or Animated Crossfade (time-based).

When Fade Mode is set to Animated Crossfade, the Override Animated Crossfade Duration field appears here.

Per BRG LOD level:

Property Description
Mesh LOD Index Which mesh LOD index to draw for this BRG LOD level.
Screen Size Screen-size threshold for transitioning to this LOD. Must be monotonically decreasing.
Fade Width Crossfade transition width (only shown with stateless Crossfade mode).

The culled level uses the Min Screen Size property as its threshold.

The inspector provides an Extract Screen Sizes from Mesh LOD Curve button that auto-populates screen-size thresholds from the mesh's native LOD selection curve. A LOD Selection Bias slider adjusts the renderer's bias for fine-tuning without modifying the mesh.

For more details, see LOD Groups and Mesh LOD.

Density

Density Scaling

Property Type Default Description
Enable Density Scaling bool false Allows this prototype to participate in runtime global density scaling via BRGInstancedRenderer.SetDensity().

Dynamic Density

Property Type Default Description
Enable Dynamic Density bool false Enables GPU-side density culling for this prototype.
Min Fraction float (0–1) 0.3 Minimum proportion of instances kept at maximum distance (30% by default).
Fade Width float 0.05 Fade band width for smooth transitions. Only editable when the prototype has a stateless crossfade mode set (see below).
Dynamic Density Mode enum ScreenSize Screen Size — density based on screen-space size. Distance — density based on world-space distance.
Screen Size Mode —— —— ————————
Start Screen Size float (0.001–1) 0.1 Screen size percentage above which full density is maintained. Only shown in Screen Size mode.
Distance Mode —— —— ————————
Start Distance float 50m Distance below which full density is maintained. Only shown in Distance mode.
End Distance float 150m Distance at which minimum density is reached. Only shown in Distance mode.

Density Fade Behavior

Dynamic density uses the prototype's LOD crossfade mode for fade transitions. The crossfade mode is determined by whichever LOD system is active on the prototype: LOD Group, Min Screen Size culling, or Mesh LOD.

  • Stateless Crossfade — the Fade Width field controls the fade band width. For screen-size mode this is a screen-size fraction; for distance mode this is a density fraction.
  • Animated Crossfade — fade transitions use the animated crossfade duration automatically. The Fade Width field shows the fade duration in seconds.
  • No crossfade mode — density-culled instances snap in and out with no fade. The inspector shows a help box recommending you set a crossfade mode via LOD Group, Min Screen Size culling, or Mesh LOD.

For more details, see Dynamic Density.

Other Settings

Property Type Default Description
Force No Motion Vectors bool false Disables motion vector generation for all LODs of this prototype. Saves GPU work for objects where TAA/motion blur quality doesn't matter.

Notes

  • Add this component to the prefab asset in the Project window, not to scene instances.
  • Changes are detected automatically via the inspector. When you modify settings, BRG Instanced Renderer refreshes the affected prototype.
  • If no BRG Prototype Extra Data component is present on a prefab, default values are used.