LOD & Crossfade
| Property | Type | Default | Description |
|---|---|---|---|
| Max Shadow Crossfade Cascade | int (0–4) | 4 | Number of shadow cascades (starting from cascade 1) that use dithered crossfade. Smooths the seam between cascades. Lower values improve performance but reduce shadow smoothness. Set to 0 to disable. Can be overridden per-prototype via BRG Prototype Extra Data / Shadow Optimizations. |
| Debug Disable Crossfade | bool | false | Disables all crossfade (stateless and animated), forcing instant LOD transitions. |
| Animated Crossfade Mode | enum | PerPrototype | Per Prototype — all instances of a prototype fade in lockstep using a global cycle timer (matches default Unity behavior). Per Instance — each instance manages and tracks its own fade state independently. |
| Default Animated Crossfade Duration | float | 0.5s | Time in seconds for animated LOD crossfade transitions. Applies to all prototypes unless overridden per-prefab via BRG Prototype Extra Data / LOD Overrides. |
| Skip Intermediate LODs | bool | true | When an instance needs to transition multiple LOD levels (e.g., LOD0 to LOD3), skip intermediate levels and jump directly to the target. Reduces the number of fade transitions. |
For crossfade modes and behavior, see Crossfade. For per-prototype shadow settings, see BRG Prototype Extra Data / Shadow Optimizations.