Table of Contents

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.