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BRG Instanced Renderer – Free Download

BRG Instanced Renderer – Free Download

Tsunami 10 October, 2026
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BRG Instanced Renderer is the fastest GPU Instancing solution on the market. Utilizing Unity’s Cutting-Edge Batch Renderer Group (BRG) technology, this is a true Next-Gen solution for your project.

For more details about this asset: Click Here

This package is provided solely for evaluation, learning, or testing purposes before purchase and is not permitted for commercial use.

BRG Instanced Renderer v1.5.7 (Latest version)

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“If possible, please buy the package to support the developer”

Description
BRG Instanced renderer is the best way to optimize rendering in your project.

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
Draw Command Filtering
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
Samsung Galaxy/Adreno – Vulkan
PS5 – NGGC
* Xbox and Switch rendering should work, but is not yet tested

* Mobile Android requires a one-click shader patch to fix an Adreno driver bug

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