View on Asset Store (opens in new tab)
Package details
- Latest version
- 2.1.0
- Last updated
- First released
- Unity version
- 2022.3.62 or later
- Package size
- 831 KB
- Files
- 114
- Favorites
- 9
- Views in the past week
- 16
Price tracking
- Last checked
- Tracked since
- Lowest recorded
- $45.50 on
Keywords
2N GPU INSTANCER / FPS OPTİMİZER
Draws scene objects, spawned prefabs, terrain trees and grass with BatchRendererGroup instancing: the same picture in a fraction of the draw calls. Unity 6, URP and HDRP.
Affiliate link · Purchases support this site
Price history
Last 6 months
USDAsset preview
1 / 9
2N GPU INSTANCER / FPS OPTİMİZER screenshot 1
About this asset
SUPPORT | DOCUMENTATION | DISCORD | YOUTUBE | WEBSITE
2NGames GPU Instancer takes what is already in your scene - LOD groups, mesh renderers, terrain trees, terrain grass, and the prefabs you spawn - and draws it with BatchRendererGroup instancing, culled by Burst jobs. Nothing is converted and nothing is baked into your scene. When Play stops, every renderer and every terrain setting is handed back exactly as it was.
Version 2.1 is a new engine. It runs the same way on URP and on HDRP.
SET UP IN ONE CLICK
Tools > 2NGames GPU Instancer > One-Click Setup adds one component to the scene. Then pick three things in its inspector: a Mode, a scene type (Open World or Forest / Veg) and a tier.
TWO MODES, AND THE INSPECTOR SAYS WHAT EACH ONE CHANGES
- Quality: trades only inside the instancer and never touches your project's settings. At High it draws what Unity draws: the same LOD levels at the same distances, the same shadows. The lower tiers are named for what they give up.
- FPS: your opt-in for frame rate. On URP it also lowers the project's LOD bias and the pipeline's shadow distance, cascades and shadow map size while the instancer runs, and puts every one of them back when it stops, also after an editor crash. On HDRP it lowers the LOD bias of the instanced objects and changes nothing in your project.
WHAT IT INSTANCES
- Objects placed in the scene: every LOD group and mesh renderer it can draw correctly.
- Terrain trees, on every active terrain.
- Terrain grass and details, mesh and texture based, streamed around every camera inside a per-frame budget, with Unity's own scatter.
- Spawned prefabs that carry the GPU Instance component, followed as they move.
- Instances you add from code through the runtime API.
Anything it cannot draw correctly stays on Unity's renderer, drawn as before, and the Debugger window lists it with the reason. Scenes loaded additively are picked up as they load; objects the game destroys or switches off stop being drawn.
WHAT ELSE IS IN THE BOX
- LOD cross-fade (dithered), per LOD group, as Unity does it.
- Cross billboards past the last LOD, baked by the included baker, on URP and HDRP.
- Optional occlusion culling from the camera's own depth.
- Adaptive Target Frame Rate: set a frame rate and the tiers are stepped for you, never above the tier you chose.
- GPU Instancer Camera: exclude a camera, or give it its own LOD bias and draw distance; its shadow maps follow.
- Preview In Editor: see the instanced scene without entering Play, including terrain painting.
- Debugger window: what was instanced, what was not and why, per-camera counters, grass streaming budget.
- A Governor API that measures, during your loading screen, whether instancing is worth it for this scene.
MEASURED, NOT PROMISED
All in the Unity editor's Play mode on an RTX 4060 Laptop GPU at 1080p. Your gain depends on how much of your frame is draw calls rather than pixels.
- Same picture (HDRP, Quality High, Gaia scene with 350,910 mesh renderers and 241,464 terrain trees): 37.2 fps to 48.9 fps, image difference 0.05% against a 0.02% noise floor (2026-09-12).
- FPS mode (URP, one Gaia view, frame time): Unity 34.2 ms, Quality High 17.2 ms, FPS High 12.6 ms, FPS Medium 9.1 ms (2026-10-02).
- The three shots of the trailer (URP, FPS Low with billboards): forest 42 to 111 fps; rocks 15 to 82 fps, with draw calls going from 100,347 to 461; valley 4 to 19 fps (2026-10-03).
HONEST LIMITS
- Instancing removes draw calls and CPU work, not pixel shading. A GPU-bound, pixel-heavy frame gains little.
- The Built-in Render Pipeline is not supported.
- Player builds: Project Settings > Graphics > BatchRendererGroup Variants must be Keep All, or the build leaves out the shader variants instancing draws with. The inspector warns and offers the button; nothing is changed without asking.
- SpeedTrees with their own wind stay on Unity's renderer.
- A renderer that carries a MaterialPropertyBlock is left to Unity, so it keeps its own values.
- GPU culling is experimental and off by default; the CPU (Burst) cull is the one that ships switched on.
- Camera-facing billboard layouts need a billboard shader of your own; the cross layout does not.
The v1.5 renderer is still in the package as legacy, switched off by One-Click Setup with its settings kept, so existing scenes open as they were.
Documentation is in the package: Quick Start, Inspector Guide, How It Works, Platform Support, Benchmarks, Changelog.
Support: [email protected]
From the publisher's Asset Store listing.
Technical details
- Engine: BatchRendererGroup instancing with Burst frustum, distance, screen-size and optional occlusion culling
- One renderer for URP 17 and HDRP 17; the pipeline is detected automatically
- Sources: scene LOD groups and mesh renderers, GPU Instance prefabs, runtime API, terrain trees, terrain details (mesh and texture grass)
- Mode: Quality (project settings untouched) or FPS (URP: the project's LOD bias and shadow settings are lowered while running and restored afterwards; HDRP: only the instanced objects' LOD bias is lowered)
- Scene types Open World and Forest / Veg; tiers Extra High to Low in Quality, High / Medium / Low in FPS
- LODGroup parity: the LOD bias and maximum LOD level the pipeline culls with, cross-fade, orthographic cameras
- Cross billboards with an in-editor baker
- Terrain: grass streamed per camera within a time budget; run-time terrain edits followed; several terrains
- Per-camera settings component; additive scenes; objects destroyed or disabled at run time
- Adaptive Target Frame Rate; Governor API for a native-versus-instanced measurement at load
- Editor: One-Click Setup, Preview In Editor, Debugger, Platform Report, Quality Tweaks, Billboard Generator
- Unity 6000.3, 6000.4 and 6000.5; Direct3D 11 and 12
- Requires Burst, Collections and Mathematics (URP and HDRP already bring them)
- Covered by more than 600 automated tests, run on Unity 6000.3, 6000.4 and 6000.5
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.3.10f1 | Not listed | Compatible | Compatible |
| 2022.3.62f3 | Compatible | Compatible | Compatible |
Unity 6000.3 or newer with URP 17 or HDRP 17; compiled and tested on 6000.3.10, 6000.4.0 and 6000.5.6. The Built-in Render Pipeline is not supported. Direct3D 11 and 12. For player builds set Project Settings > Graphics > BatchRendererGroup Variants to Keep All; the instancer's inspector warns and offers the button.
As listed on the Asset Store.