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Unity indirect GPU instancing & painting with occlusion culling, frustum culling, and LODs

License: MIT License

C# 74.62% HTML 14.88% HLSL 0.77% ShaderLab 9.73%

milk_instancer01's Introduction

Milk_Instancer01

Indirect GPU instancing & painting with occlusion culling, frustum culling, and LODs in Unity

This Project is undergoing a large refactor.

painting (2)

This project is built off of elliomans indirect rendering with compute shaders. https://github.com/ellioman/Indirect-Rendering-With-Compute-Shaders

What is different in this version?

  • gpu bitonic sorting is now no longer reliant on powers of two (thanks to EmmetOT - https://github.com/EmmetOT/BufferSorter)
  • improved user interface
  • instances can now be painted into the scene, much like unitys terrain detail system
  • amplify shader editor examples
  • wind shader example

Features

  • BIRP support (included in this repo (occlusion culling not setup yet))
  • URP support (soon)
  • HDRP support (https://github.com/Milk-Drinker01/Milk_Instancer_HDRP)
  • instance density control
  • paint prefabs on any object
  • multiple prefab support
  • per-instance occlusion culling
  • frustum culling
  • up to 3 LODs
  • Amplify Shader Editor examples
  • ShaderGraph examples
  • wind shader example (ASE and SG)
  • Multi-Material Prefab support (for things like trees)
  • world streaming/detail zones
  • VR: supports both multi pass and Single Pass Instanced

What am I still working on?

  • Render Pipeline Consolidation
  • built in renderer occlusion culling
  • URP support
  • more spawning methods, perhaps procedural terrain spawning

Project info:

  • created on unity 2021.3.1f1 (tested as low as 2020.3)

if you find this project useful to you in any way, feel free to leave it a star, or subscribe to my youtube. it helps me out alot! https://www.youtube.com/c/MilkDrinker01

walking

grass

spheres

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