Table of Contents

Installation


Import from Asset Store

  1. Open Window > Package Manager.
  2. Find BRG Instanced Renderer under My Assets.
  3. Click Download & Import.

Shader Stripping

After importing, you must ensure Unity does not strip the Batch Renderer Group shader variants that the system relies on:

  1. Open Edit > Project Settings > Graphics.
  2. Scroll to the Shader Stripping section.
  3. Set Batch Renderer Group Variants to Keep All.

Batch Renderer Group Variants setting

Important

If this is left on the default setting, Unity will strip the required shader variants and instances will not render in a player build!

Verify the Config Asset

After import, a config asset is created automatically at Assets/BRG Instanced Renderer/BRGIRConfig.asset. This asset must be registered in your project's Preloaded Assets to work at runtime.

To verify:

  1. Open Edit > Project Settings > Player.
  2. Scroll to Preloaded Assets.
  3. Confirm that BRGIRConfig is listed. If it is not, drag it in from Assets/BRG Instanced Renderer/.
Important

Only one BRG Instanced Renderer Config asset should exist in Preloaded Assets. Having multiple will cause errors.

Compute Shaders

The system uses two compute shaders (BRG_Culling and BRG_Upload) for GPU culling and data transfer. These are auto-discovered by name and assigned to the config asset — no manual setup is needed.

Next Steps

You're ready to start rendering instances. Choose the workflow that fits your use case:

  • Terrain — Register terrain trees and details for GPU-instanced rendering
  • GameObjects — Convert a group of placed prefabs into GPU-instanced rendering