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 GameObject Group or Terrain Registerer) will pick up these settings automatically.
Tip
Add this component to your prototype prefabs even if you don't need any of the overrides. Its presence is what enables baking of tight cull bounds — the sphere used for per-instance and occlusion culling gets fitted in the editor instead of measured during prototype registration, so registration is faster and the mesh doesn't need Read/Write enabled. The bounds are stored on this component and saved into the prefab. See Prefit Cull Bounds.
Prototype Group
| Property | Type | Default | Description |
|---|---|---|---|
| Prototype Group | BRGPrototypeGroup | None | Optional group asset for shared LOD bias, density, and shadow culling control. Assign the same group to multiple prefabs and call group.SetLodBias() / group.SetDensity() / group.SetShadowsEnabled() to update them all together. The group also carries authored lossy shadow frustum and distance culling settings. When unassigned, the prototype uses default LOD bias (1), full density (1), and shadows enabled. |
Shadow Optimizations
Per-prototype shadow cascade limits, shadow LOD, force-disable-shadows, and shadow crossfade cascade overrides.
Screen Size / LOD Overrides
Animated crossfade duration overrides and screen-size culling.
Density
Per-prototype distance density ramp (screen-size or distance based). For runtime global density scaling, assign a Prototype Group.
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.