BigWorldGPULod — GPU-Driven LOD & Indirect Instancing for URP
A professional-grade GPU LOD and batching solution for massive Unity worlds.
GPU‑driven LOD for extreme batching and consistent frame times—paired with one‑click decimation and a lean runtime for a fast, production‑ready setup.
Use Cases
Open worlds, streaming terrains, cityscapes
Large prop crowds: rocks, trees, buildings, debris
High-actor scenes requiring stable frame time
Mobile titles with strict CPU budgets
URP projects needing scalable LOD and batching
Core Features
One-Click Baker: Collect scene meshes → optional simplify → auto materials → drop-in GPULOD instances
Compute-Driven: Per-frame distance/Frustum LOD selection entirely on GPU
Indirect Instancing: Massive batches via DrawMeshInstancedIndirect with minimal per-instance data
Smart Materials: Instancing-ready, auto-copy of common color/texture properties
Clean Runtime: BigWorldGPULodRenderManager with start/stop controls and debug LOD coloring
Flexible LOD: Up to 3 LOD meshes per asset; graceful fallback if some levels are missing
Optional Integration: One-click install and use of UnityMeshSimplifier for automated decimation
Cross-Platform Optimization
Consistent performance on mobile, PC, and consoles
Stable FPS with thousands of visible instances
Low CPU usage; compute-based culling avoids main-thread spikes
You’ll Benefit
Significant CPU offload and fewer render bottlenecks
Extreme draw call reduction and scalable crowds/props
Minutes-to-integrate pipeline with production-ready assets
Upgrade your large-scale rendering today.
Website: https://kop098.github.io/igdmaster/
Discord: igdmaster
Technical Support: https://discord.gg/dzJzhaCeUg