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.