Nanite-Like Virtual Geometry is a package similar to Unreal's Nanite. This package allows developers to render massive amounts of detailed assets with unparalleled efficiency, leveraging advanced level-of-detail (LOD) management.All source code has been provided
Supported Features:
- Meshlet LOD and BVH node generation
- Meshlet LOD hierarchy
- Nanite-like BVH tree
- Instance GPU frustum and occlusion culling
- BVH node GPU frustum and occlusion culling with LOD traversal
- Meshlet GPU frustum and occlusion culling
- Hardware rasterizer
- Visibility buffer
- Shadow support, including point light shadows and directional light shadows (CSM)
- Deferred material
- Per-chunk material culling
- Single-phase Occlusion Culing
- Supports opaque objects only
Not Supported Yet:
- No software rasterizer
- No two-phase occlusion culling
- No streaming
- No compression
- Programmable rasterizer (Alpha Test)
- Skinned mesh
- Unity Terrain is not supported
- Rendering layers are not supported—please disable them
- Deferred shading only
- May cause issues with other render features
- Not support per object GI (per object light probe or reflection probe), LPV and per pixel reflection probe is ok.
Possible Issues:
- Meshlet generation is slow in the current implementation.
- Try the package with an empty URP Core project and enter the demo scene.
- The demo folder can be safely deleted.
If you encounter any issues, please send me an email with your Unity version, URP version, and a detailed description of the problem. If possible, provide the simplest reproducible version of the issue.
Comming Soon:
Programmable Rasterizer(Alpha Test)
More complex demos