Table of Contents

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.