GPU Instancer (New Update)

GPU Instancer is an out of the box solution to display extreme numbers of objects on screen with high performance. With a few mouse clicks, you can instance your prefabs, Unity Terrain details and trees.

FORMATSUnity
New Update: Click here
Version v1.7.3: Click here

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FEATURES
– Out of the box solution for complex GPU Instancing.
– VR compatible. Works with both single pass instanced and multi pass rendering modes.
– Mobile compatible. Works with both iOS and Android.
– Easy to use interface.
– Tens of thousands of objects rendered lightning fast in a single draw call.
– GPU frustum culling.
– GPU occlusion culling (also supports VR platforms with both single pass and multi pass rendering modes).
– Automatically configured custom shader support.
– Supports Standard, Universal and HD Render Pipelines.
– Complex hierarchies of prefabs instanced with a single click.
– Multiple sub-meshes support.
– LOD Groups and cross-fading support.
– Automatic 2D Billboard generation system (Standard RP and URP/HDRP 10.X and later).
– Shadows casting and receiving support for instances (frustum culled instances still can cast shadows).
– Ability to use custom shadow distance per prototype and to choose the LOD to render shadows with.
– Support for Floating Origin handling.
– Multiple camera support.
– Well documented API for procedural scenes and runtime modifications (examples included).
– Ability to Remove instances inside bounds or colliders at runtime.
– Ability to extend with custom Compute Shaders.
– Example scenes that showcase GPU Instancer capabilities.

Prefab Instancing Features:
– Ability to automatically instance prefabs at your scene that you distribute with your favorite prefab painting tool.
– Automatically Add-Remove prefab instances without any aditional code.
– Automatic detection and updating of transform position, rotation and scale changes.
– Full or area localized rigidbody and physics support.
– Nested Prefabs support (Unity 2018.3 and later).
– Add-Remove-Update prefab instances with or without instantiating GameObjects (examples included).
– Instance based material variations through API.
– Enabling and disabling instancing at runtime per instance basis.
– API to manage instanced prefabs at runtime.
– Includes mobile demo scene with custom controllers.

Detail Instancing Features:
– Dense grass fields and vegetation with very high frame rates.
– Included vegetation shader with wind, shadows, AO, billboarding and various other properties.
– Support for custom shaders and materials.
– Cross quadding support: automatically turns grass textures to crossed quads.
– Ability to paint prefabs with custom materials on Unity terrain (with Unity terrain tools).
– Ability to use prefabs with LOD Groups on Unity terrain.
– Further performance improvements with automatic spatial partitioning.
– API to manage instanced terrain detail prototypes at runtime (examples included).
– Editor GPU Instancing simulation.

Tree Instancing Features:
– Dense forests with very high frame rates.
– SpeedTree support with wind animations.
– SpeedTree 8 support with wind animations.
– Tree Creator support with wind animations.
– Support for Soft Occlusion Trees.
– Included billboard baker and renderers.

Extension Packs:
– Crowd Animations: Provides workflows for GPU Instancer to be used with animated crowds.

Third Party Integrations:
– MapMagic and MapMagic 2 integration.

https://assetstore.unity.com/packages/tools/utilities/gpu-instancer-117566

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