Table of Contents

LOD Groups and Mesh LOD


BRG Instanced Renderer supports two LOD workflows — traditional LOD Groups and Mesh LOD (Unity 6.2+). Both use GPU-side LOD selection as part of the culling pass, so LOD switching has zero CPU cost.

LOD Groups

Full support for Unity's LOD Group component. LOD thresholds are read directly from your prefab's LOD Group and selected per-instance on the GPU based on screen size.

LOD Group Component

Mesh LOD

A single mesh with multiple internal LOD ranges — no LOD Group needed. Reduces memory overhead and simplifies prefab setup. Requires Unity 6.2+. Configured via BRG Prototype Extra Data / LOD Overrides.

Min Screen Size

Instances below a configurable screen-size threshold are culled entirely, with fade-out using any of the crossfade modes. This is set from either LOD Group, or BRG Prototype Extra Data.

LOD Bias

Respects Unity's global QualitySettings.lodBias automatically. Add a BRG Camera Settings component for per-camera LOD bias multipliers.

For LOD settings, see BRG Prototype Extra Data / LOD Overrides, BRG Camera Settings, and BRG Instanced Renderer Config.

Crossfade


Crossfade is supported for LOD Groups, Mesh LOD, Screen Size Culling, and Dynamic Density Culling.

All four crossfade modes are supported:

  • No Crossfade — Instant LOD switch, cheapest option.
  • Crossfade (Stateless) — Dithered blending between LODs based on distance.
  • Animated Crossfade — Smooth time-based transitions with per-instance fade state tracking.
  • SpeedTree Crossfade — Percentage-based crossfade designed for SpeedTree 7/8 meshes only.
Note

Only SpeedTree 7 and 8 (.st) should use SpeedTree Crossfade mode. SpeedTree 9 (.st9) and newer should use any of the other three modes.

Shader Compatibility

To make your ShaderGraphs compatible with LOD crossfade, tick off the Supports LOD Cross Fade box in the ShaderGraph inspector.

ShaderGraph LOD Crossfade setting

For crossfade settings, see BRG Prototype Extra Data / LOD Overrides and BRG Instanced Renderer Config.