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.
Max Shadow Distance
Per-prototype distance limit for shadow rendering. Instances beyond this distance cast no shadows, even within an active cascade.
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.
| Object Type | Recommended Cascade | Shadow LOD | Shadow Distance | Motion Vectors |
|---|---|---|---|---|
| Large trees | 4 | 0 | — | On |
| Medium vegetation | 2–3 | 1 | 80–120m | On |
| Grass / ground cover | 1 | 0 | 30–50m | Off |
| Small props | 2 | 0 | 60–80m | On |
For shadow settings, see BRG Prototype Extra Data and BRG Instanced Renderer Config.