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For the complete documentation index, see llms.txt. This page is also available as Markdown.

Culling Pipeline

An overview of each available culling pipeline used in Flora.

Current Behavior

Flora currently uses the Batch Renderer Group (BRG) culling path.

The old per-project/per-scene culling pipeline selection fields are obsolete and have no runtime effect.

What This Affects

  • CPU-side draw submission scaling

  • Culling behavior per camera/view/light

  • Memory tradeoffs for per-instance runtime data


Batch Renderer Group

BRG-compatible shaders usually work out of the box, but you must avoid stripping required BRG variants in builds.

Keep BRG shader variants

  • Edit → Project Settings → Graphics

  • Set BatchRendererGroup variants to Keep all

See Unity’s BRG Getting Started Guide for details.


Performance

  • BRG reduces CPU overhead in large scenes.

  • Benefits are strongest when instance counts/types are high.


Memory

BRG stores additional per-instance matrix-related data to support current Flora runtime behavior. This generally trades more instance-buffer memory for better scalability and feature support.


Known Limitation: Child LOD Renderer Transforms

Child renderers under an LODGroup with non-identity transforms do not render using child local transforms in BRG mode.

Mitigation:

  • Bake child transforms into meshes (for example via FBX Exporter).


Migration Note (Older Flora Docs/Projects)

Older Flora versions documented a selectable RenderMesh pipeline path. In current Flora runtime, this is historical context only and not a selectable runtime path.

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