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GDOC – Dynamic GPU Occlusion Culling – Dev Community

GDOC – Dynamic GPU Occlusion Culling – Dev Community

Tsunami 5 August, 2020
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For more detail this asset from the Unity Asset Store: Click Here

GDOC – Dynamic GPU Occlusion Culling v1.2.2

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Join Discord to download a demo package to test it in your project!
Note: only DX11 on Windows (x64) is supported right now

GDOC is a dynamic GPU occlusion culling solution that increases FPS by hiding objects that are not visible by the camera, drastically reducing the number of draw calls. Compared to the built-in occlusion culling, GDOC works at runtime and doesn’t need baking.

 

Features
— No baking, works with procedurally generated, additive and streamed scenes
— No raycasting, doesn’t need colliders
— Supports dynamic occluders and occludees
— Most of the work is done on GPU
— Culls shadow casters for 1 directional light
— Supports LWRP
— Supports VR multi pass & single pass (non-instanced)

Supported platforms: DX11 on Windows x64
Not supported yet: HDRP, Linux/Mac, consoles, mobile, DX12/Vulkan/Metal/OpenGL
 

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