Table of Contents

Features


BRG Instanced Renderer includes a suite of GPU-driven features designed to maximize rendering performance while maintaining visual quality.

Culling

Multi-level GPU culling pipeline with frustum, occlusion, distance, screen-size, and density culling.

LOD Groups, Mesh LOD, and Crossfade

Full LOD Group and Mesh LOD support with per-camera LOD bias. Four crossfade modes for smooth LOD transitions.

Shadow Optimization

Per-prefab shadow cascade limits, shadow LOD, and max shadow distance.

Dynamic Density

GPU-side instance thinning based on distance or screen size.

Motion Vectors

Per-instance motion vectors for TAA, temporal upscaling, and motion blur — including per-object motion on terrain details.

Rendering Features

Rendering layers, per-instance color tinting, VR support, and shader compatibility.

Light Probes

Adaptive Probe Volumes (APV) and legacy Light Probe Group support.

SpeedTree Wind

Built-in SpeedTree 7/8 and SpeedTree 9 wind animation with per-prototype GPU-driven wind parameters.

Negative Scale Handling

Correct rendering of mirrored instances via flip winding or forced positive scale.

Terrain Detail Spawning

Custom jobified detail extraction that replaces Unity's main-thread API with zero GC and no hitches.

Streaming & Performance

Chunk-based architecture with hitchless streaming and zero GC.

Floating World Origin

Built-in support for origin shifting to maintain precision in large worlds.