Rendering Features
BRG Instanced Renderer supports several per-instance rendering features that integrate directly with Unity's rendering pipeline.
Motion Vectors
Per-instance motion vectors for accurate TAA, temporal upscaling (FSR, DLSS, STP), and motion blur. Can be force-disabled per-prefab to save GPU work on small details like grass. Configured via BRG Prototype Extra Data.
Rendering Layers
Per-prototype rendering layer masks for selective lighting, decal filtering, and custom pass filtering. Automatically read from each prefab's MeshRenderer settings and respected during all rendering passes including shadows.
Per-Instance Color
Optional per-instance color tinting. When enabled on the Config, each instance can have a unique color applied as a tint. Useful for vegetation color variation, team coloring, or debug visualization.
Shader Compatibility
Requires zero modification to your existing shaders. Works with:
- All default URP/HDRP shaders
- All Shader Graph shaders
- All Amplify Shader Editor shaders
- All proper SRP-compatible shaders
For rendering settings, see BRG Prototype Extra Data and BRG Instanced Renderer Config.