BRG Instanced Renderer

The fastest GPU Instancing solution on the market. Utilizing Unity's cutting-edge Batch Renderer Group (BRG) technology, this is a true next-gen solution for your project.

Unity 6+ URP HDRP DX11 / DX12 Vulkan Metal

Features

Everything you need to render millions of instances at blazing speed.

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Blazing Performance

Render millions of instances with minimal CPU overhead using Unity's Batch Renderer Group API and SRP Batcher.

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5-Type Culling System

Frustum, occlusion, distance, screen-size, and density culling — all running on the GPU for maximum throughput.

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Shadow Optimization

Per-prefab shadow cascade limits, shadow LOD overrides, and max shadow distance for fine-grained shadow control.

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LOD Groups & Mesh LOD

Full LOD Group and Mesh LOD support with crossfade dithering, animated transitions, and per-camera LOD bias.

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Terrain Detail System

Custom C# Jobs + Burst powered terrain detail rendering. Stream millions of grass and detail instances with zero hitches.

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Shader Compatible

Works with all SRP shaders out of the box — no custom shaders or material modifications required.

Documentation

Jump to the section you need.

Overview

Feature summary, supported platforms, and system requirements.

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Features

Culling, LOD, shadows, density, terrain details, and more — at a glance.

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Getting Started

Installation, terrain integration, and GameObject setup.

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Components

Full reference for every component and inspector property.

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