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.
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.
Three Crossfade Modes
- 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.
LOD Bias
Respects Unity's global QualitySettings.lodBias automatically. Add a BRG Camera Settings component for per-camera LOD bias multipliers.
Min Screen Size
Instances below a configurable screen-size threshold are culled entirely, with optional fade-out using any of the three crossfade modes.
For LOD settings, see BRG Prototype Extra Data, BRG Camera Settings, and BRG Instanced Renderer Config.