Boost your game performance!
Precomputed Culling
Pixel perfect occlusion system for Unity 3D that will significantly improve the performance of your scenes, without any overhead.
Visibly better culling than Unity
About
Visibly better culling than Unity
Using time on your computer, precompute/bake your scenes to gain a significant performance boost. The occlusion culling algorithm will find all visible meshes from each point on your scene, using the color-coding algorithm. Then it will save them efficiently and load only when needed.
Heavily occluded scenes like a two-story house with the interior on all floors gained us up to 240% in frame rate!. From 30fps to 72fps on Quest 2. Open world scenes with flat chunked terrain, gained us 10-25%. From 47fps to 60fps on low-end mobile.
Features
5x less vertecies
Reduce vertex count by 5x without any loss of quality
This is achieved by baking the scene occlusion data and using it during runtime to cull invisible meshes that hide behind other meshes.
See the comparasion between scene with culling and without, and try to spot the diffrences.
See the comparasion between scene with culling and without, and try to spot the diffrences.
Advanced gizmos
Scale area using Interactive Gizmos
Use all the tools including build-in gizmos for preview and setup
Drag and drop the boxes exactly as you need them to fit into your scene.
Drag and drop the boxes exactly as you need them to fit into your scene.
Advanced User Interface
Adjust Cells Divisions and Bake spots with Visual Feedback
Preview your changes in the editor with visual feedback!
Fast baking time
Ready to publish? Not yet, I need to bake Occlusion. And it's done!
~4ms per sample to process all the baking spots in no time!
Speed up your release time with baking in batch mode!
Speed up your release time with baking in batch mode!
Preview in the editor
Preview your bake result from the editor
Preview your optimizations from the editor. Just press on the spot your place could be in and see if everything looks correct. Debug visual errors from the editor.
Runtime settings
Change minimal required visibility
You decide the quality of the rendering. Add a setting for users with a weaker machine to render less and gain stable FPS!
50% less power
Save GPU power for other effects.
Use this extra power for particle effects or better models fidelity
Get Precomputed
now!
Pixel perfect occlusion system that will significantly improve the performance of your scenes, without almost any overhead.
- Support for urp
- Supports lods
- Supports transparency
- Support for legacy (built-in) and hdrp
- Improve baking times
HAVE A QUESTION?
Frequently asked questions
Product questions
What is occlusion culling?
How frustum culling differs form precomputed occlusion culling?
When should I use precomputed culling?
How often should I bake culling data?
Why I should use Precomputed Culling over Unity's Umbra or other asset from asset store?
Instalation
Quick start
Install precomputed culling via package manager
Install Precomputed Culling via Unity Package
Setup Precomputed Culling
Basic usage
Recommendations
Features & roadmap
Features & documentation
Limitations
Roadmap