BRG Instanced renderer is the best way to optimize rendering in your project.
Read the Documentation
Join the Discord for quick support
Render massive amounts of instances with minimal draw calls, and stream millions of instances to the system with zero hitching. BRG Instanced Renderer also runs in the editor outside of play mode, for rapid editor speed & iteration times.
💡Why Upgrade to BRG Instanced Renderer?
BRG Instanced Renderer has one main advantage over the competition - it is built on top of Unity's latest Batch Renderer Group Indirect API. Existing solutions utilize the older API (Graphics.RenderMeshIndirect, or DrawMeshInstancedIndirect).
TLDR; the new API is better for the following reasons:
- Persistent Draw Commands (less cpu work every frame)
- SRP Batching Support (pass merging)
- Shared Buffers & Optimized Memory Layout
- Deeper integration with the Render Pipeline
On top of exceptional performance, you can expect a true "works right out of the box" setup, as the renderer will work with zero modifications to your shaders, due to using the Batch Renderer Group variants that Unity automatically creates for all SRP shaders!
Additionally, you can expect unmatched support! We use BRG Instanced Renderer as a crucial integration in our own shipped game, so fixing any reported bugs or issues will be our top priority!
📈Ultimate Performance
Thanks to the latest Batch Renderer Group API, BRG Instanced Renderer delivers industry-leading GPU Instancing performance. Everything is designed to run on the GPU via compute shaders.
- Innovative Instance Pooling + Chunk system
- Allows for Hierarchical Culling
- Allows for hitchless streaming of instances
- Culling on 3 Levels:
- Hierarchical Occlusion Culling
- Hierarchical Frustum Culling
- Per-Instance Frustum and Distance culling
- Compute Shader Shadow Cascade Culling
- Compute Shader LOD Selection
- Custom-Built Terrain Detail spawning and streaming system
- Stream millions of instances with zero frame hitches
- Most solutions just use the ComputeDetailInstanceTransforms API, which causes frame time spikes, and substantial garbage collection
- Closely matches both "Coverage" and "Instance Count" modes
- Runs on an async burst job for maximum performance!
- Zero hotpath garbage
- Optional features to optimize shadow rendering:
- Slider to clamp the maximum shadow cascade per-prefab, great for optimizing shadow rendering on details!
- Option to set the "Minimum Shadow LOD" per-prefab to render shadows with less polygons
- Limit maximum shadow distance per-prefab.
- Dynamic Distance Density, with 2 control modes:
- Screen-Size Based
- Start/End Distance Based
- Converted GameObject instances use Unity's ObjectDispatcher for native transform changes - simply move your objects transform at runtime and have it update with ZERO tracking overhead!
✨Packed With Features
No missing links, BRG Instanced Renderer comes packed with every feature you could possibly need.
- LOD Groups with all normal crossfade options
- No Crossfade
- Normal Crossfade
- Animated Crossfade
- Compatible with Multiple meshes per-LOD, plus offsets & scales per-mesh
- Support for new Unity MeshLOD with all crossfade modes
- Minimum screen size culling (with fading!)
- Per-Instance Rendering layers
- Per-Instance Motion Vectors toggle for correct TAA and upscaling
- LOD Bias from quality settings, with optional per-camera multiplier
- User-Interactable API for procedural generation and your existing streaming/loading setups
- Both APV and Legacy Light Probes are supported
- Optional per-instance color
- Render Terrain Details with LOD groups!
- SpeedTree Wind supported natively and works out of the box
- Negative Instance Scale Handling (2 modes)
- Proper Flip Winding
- Force Positive Scale
- Full support for multiple cameras
- Compatible with Unity's new Surface Cache Global Illumination
⚙️Unmatched Simplicity
BRG Instanced Renderer is designed to be as simple as possible to use.
- For Terrain: Add a single component to your terrain's GameObject. Thats it.
- Terrain updates are insanely fast. Paint trees and details with zero lag. (Your artists will thank us!)
- Optionally override detail prefabs, to render terrain details with LOD groups!
- For GameObjects: Select your prefab instances in the hierarchy. Right Click -> Convert to Instances.
- Requires zero modification to your existing shaders, due to utilizing Batch Render Group variants
- All default shaders are compatible
- All Shader Graph shaders are compatible
- All Amplify Shader Editors are compatible
- Any shader that is compatible with "GPU Resident Drawer"
✅Guaranteed Compatibility
Other assets fail with some GPU/Graphics API combinations. BRG Instanced Renderer has been extensively tested, confirmed working, and tuned for all major GPU vendors, across all graphics APIs. (Compute capable graphics API and device required)
- NVIDIA RTX/GTX - Tested with dx11, dx12, vulkan, WebGPU
- AMD - Tested with dx11, dx12, vulkan, WebGPU
- Intel ARC - Tested with dx11, dx12, vulkan, WebGPU
- Apple (Silicon AND Intel) - Metal
- Meta Quest - Vulkan
- PS5 - NGGC
* Xbox and Switch rendering should work, but is not yet tested
⭐5-Star Rated developer and support
Our team has been delivering 5 star assets for 4 years, with our reviews emphasizing exceptional support speed and quality. Contact us through our discord for any bug reports or feature requests! We use BRG Instanced Renderer in our own shipped product, which makes fixing all reported bugs our top priority!