Shadow Optimization
Shadow rendering is often the most expensive part of a scene with many instances. BRG Instanced Renderer provides fine-grained per-prefab shadow controls that can dramatically reduce shadow cost without sacrificing visual quality where it matters.
Max Shadow Cascade
Limit how many shadow cascades a prototype renders into (1–4). Small objects like grass only need cascade 1, cutting shadow cost significantly.
Minimum Shadow LOD
Force shadows to use a lower-detail mesh. Shadows for LOD0 instances can render using LOD1 or LOD2 geometry, reducing shadow polygon count with no visible impact on silhouettes.
Shadow Caster Distance Culling
Stop a group of prototypes casting shadows past a distance from the camera. Can follow the pipeline's own shadow distance automatically so it never goes stale, or use an explicit per-group value. Set on a BRG Prototype Group.
Force Disable Shadows
Make a prototype never cast shadows regardless of its source renderer's shadow casting mode. Available per-prefab, or toggled at runtime for a whole group — useful for a "Grass Shadows" quality option.
Shadow Cascade Crossfade
Dithered crossfading between shadow cascades smooths the visible seam where cascades meet. Controllable globally and per-prototype.
Per-LOD Shadow Casting
Each LOD level respects its MeshRenderer's shadow casting setting. Disable shadow casting on distant LODs to save GPU work automatically.
Shadow Caster Culling
Beyond these per-prototype controls, shadow casters can be culled outright — losslessly against the depth pyramid, or with cheaper lossy frustum and distance modes. See Culling.
For shadow settings, see BRG Prototype Extra Data / Shadow Optimizations, BRG Prototype Group, and BRG Instanced Renderer Config.