- Current Version: v1.1.0: 2024-03-07T09:24:46Z
- First Published: 2022-07-18T12:57:17Z
- Size: 369696
- Supported Unity Versions: 2021.3.25
Precomputed Culling
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:
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.
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