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ball-pileCulling 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 Guidearrow-up-right 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:


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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