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.

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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