Precomputed Culling View on Asset Store (opens in new tab)

Package details

Latest version
v1.3.0
Last updated
First released
Unity version
6000.0.77 or later
Package size
446 KB
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Precomputed Culling

by Prographers (opens in new tab)

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  • Price drop

Precomputed occlusion culling, for 3D applications and games. Significantly improve performance in mesh-packed scenes with a lot of occlusions. Must have on mobile or VR.

Discount -33% Previous price $225.00 Price $150.00

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Price history

Last 6 months

USD
Price history for Precomputed Culling, 6 months Current $150.00; lowest $150.00; highest $150.00 in this period. $0 $100 $200 Jun Jul Aug Sep Oct Nov Version v1.3.0 released 21 Jun 2026 v1.3.0

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Precomputed Culling video 1 (plays on the Asset Store)

About this asset

Pixel perfect occlusion system that will significantly improve the performance of your scenes, without almost any overhead.

Using time of your computer, precompute/bake your scenes to gain a significant performance boost. The occlusion culling algorithm will find all visible meshes from each point on your scene, using the color-coding algorithm. Then it will save them efficiently and load only when needed.

Now with Runtime Baking support!

Heavily occluded scenes like a two-story house with the interior on all floors gained us up to 240% in frame rate!. From 30fps to 72fps on Quest 2.

Open world scenes with flat chunked terrain, gained us 10-25%. From 47fps to 60fps on low-end mobile.

Documentation:

https://github.com/Prographers/Precomputed-Culling/

Discord:

https://discord.gg/55gM3s3pdR

Features:

- Support for URP and HDRP

- Support for multiple cameras

- Support for multiple scenes with multiple variants and dynamic loading and unloading

- Lightweight with an option for additional compression

- Supports transparency

- Supports LODs

- Supports Unity Terrain

- Supports 2D Sprites*

- Runtime precision control between quality and performance

- Support for all platforms including mobile, VR, AR, and WebGL

- API for custom building pipelines

- Everything is written in C#, full source code included

- Code documentation + external documentation with tutorials

- Easy to setup

- Examples and Demos

- Support via email or discord

- Superior performance

- Bake in runtime or before build

*Not recommended to use in 2D games, intended use is for example leaves on the 3D trees or far away rocks.

From the publisher's Asset Store listing.

Technical details

Single occlusion bundle size should be calculated as (uncompressed):

{Average visible percent of meshes} * {Meshes count} * {Occlusion Areas} * 4 * 4 = {Size in bytes}

Example:

40% * 600 * 400 * 4 * 4 = 2,304,000 bytes = 2Mb ~= (compressed) 700kb

The uncompressed number can be treated as a memory footprint in the RAM.

Supported Platforms

All Platforms

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.0.77f1 Compatible Compatible Compatible

Currently, this package only supports URP and HDRP for the baking process.

Rendering and Culling are independent of the rendering pipeline.

All Examples might require a rebake to work correctly, or runtime baking component.

The lowest tested Unity version is 2020.3.X

As listed on the Asset Store.