Culling Pipeline
An overview of each available culling pipeline used in Flora.
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An overview of each available culling pipeline used in Flora.
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.
CPU-side draw submission scaling
Culling behavior per camera/view/light
Memory tradeoffs for per-instance runtime data
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.
BRG reduces CPU overhead in large scenes.
Benefits are strongest when instance counts/types are high.
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.
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).
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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