BT - OptiCullingX: AAA-Level Occlusion Optimization System
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AAA-Level Occlusion and Visibility Optimization. Professional-grade performance suite from mobile to high-end desktop. Boost performance with BT - OptiCullingX AAA-Level Occlusion Optimization System.Transform Your Game's Performance with Professional AAA Level Dynamic Culling Harness the power of data-oriented design and high-performance native code to manage thousands of objects with zero CPU overhead. BT-OptiCullingX delivers a production-ready visibility framework that replaces static baked data with a fully dynamic, raycast-based occlusion system. Engineered for high-fidelity PC titles and resource-constrained mobile VR projects alike.Core Optimization ModulesDynamic Occlusion - Raycast-Based VisibilityInstant Occlusion: A dynamic system that requires no baking and works with moving occluders and targets.Temporal Stability: Advanced filters that confirm occlusion over multiple frames to eliminate visual flickering.Zero-Alloc Material Cache: Intelligently identifies transparent surfaces like glass to prevent incorrect culling without generating GC allocations.Adaptive Raycast Budget: Precisely control CPU usage with configurable ray-per-object and frame-budget settings.Advanced Frustum - Jobs-Powered View FilteringMulti-Threaded Execution: Leverages the Unity Job System to process visibility checks off the main thread.Frustum Padding: Configurable safety margins to prevent shadow artifacts and pop-in at the screen edges.Screen Size Culling: Automatically discards objects that are technically in view but too small to contribute to the visual scene.Intelligent Distance - Profile-Based CullingSize-Based Scaling: Automatically adjusts cull distances based on object volume—large landmarks stay visible while small debris culls quickly.Layer Overrides: Define specific visibility thresholds for different object categories like "Terrain," "Characters," or "Props".Smooth Fading: Seamless alpha transitions for renderers to eliminate harsh popping during movement.Light & Shadow - Real-Time Performance ControlShadow Culling: Disables expensive shadow map calculations at distance while maintaining the light source visibility.Importance System: Prioritize key gameplay lights over decorative environment lights using a weighted priority system.Intensity Fading: Smoothly interpolates light intensity during culling transitions for high-end visual fidelity.Production-Ready FeaturesProfessional Editor SuiteUnified Dashboard: A centralized control window with real-time telemetry and module management.Batch Setup Tool: Apply culling logic to thousands of objects instantly with advanced filtering options.Visual Debugging: Scene view gizmos and color-coded bounding boxes for immediate visibility verification.Runtime IntelligenceBurst-Compiled Core: Critical mathematical operations are compiled into highly optimized native machine code.Lazy Cleanup: Incremental registry management to prevent frame-rate stutters during object destruction.ICullable Interface: Flexible API to integrate custom AI, particles, or procedural systems into the culling pipeline.Proven Performance GainsSignificant Draw Call Reduction by disabling non-visible geometry and shadows.Minimized Main Thread Pressure by offloading calculations to worker threads.Optimized GPU Fill Rate through aggressive screen-size and distance filtering.Stable Frame Times via a zero-allocation architecture that bypasses the Garbage Collector.Platform OptimizedMobile & VRBattery-efficient processing using multi-core utilization.Aggressive screen-size presets for limited mobile resolutions.Ideal for VR where maintaining high, stable FPS is critical.Desktop & ConsoleHigh-accuracy occlusion presets for complex urban or interior environments.Support for thousands of dynamic lights and high-poly environment meshes.Extensive customization for high-end performance targets.What You GetComplete C# Source Code with detailed technical comments.Comprehensive technical documentation.High-performance Culling Profiles (Open World, Indoor, Mobile).Dedicated professional supportTechnical DetailsCore SystemsOcclusion Culling: Real-time occlusion culling system that utilizes asynchronous raycast batches to hide objects behind obstacles without any pre-baking requirements.Frustum Culling : High-speed frustum culling powered by the Unity Job System and Burst Compiler, including advanced screen-size culling to discard visually insignificant objects.Distance & Screen-Size Culling : Distance-based culling module featuring size-aware logic that automatically scales visibility thresholds based on object volume.Light & Shadow Culling: Dynamic lighting management system that optimizes shadow-casting passes and light intensity based on camera proximity and importance analysis.Key FeaturesReal-time visibility tracking with automatic deactivation and restoration of game objects.Burst-compiled mathematical kernels for maximum CPU throughput and native-level performance.Zero-allocation material caching system that intelligently identifies transparent occluders to ensure rendering accuracy.Smooth alpha fading transitions via Material Property Blocks to eliminate visual popping.Shadow-only culling mode that preserves shadows for culled objects to maintain lighting consistency.Comprehensive dashboard with live telemetry, culling ratios, and precise CPU frame-budget analytics.Scene view debugging featuring color-coded bounding boxes and visual distance indicators.Advanced batch processing tool with vertex-count and renderer-type filtering for project-wide setup.Temporal stability filters to prevent flickering and artifacts in dynamic occlusion scenarios.Platform-specific optimization presets tailored for Mobile, VR, and high-end Desktop environments.Technical SpecificationsUnity 2021.3 LTS or newer.Full compatibility with Built-in, URP, and HDRP rendering pipelines.Multi-threaded architecture utilizing the Unity Job System and Native Containers.Zero-allocation runtime execution loop to eliminate Garbage Collector (GC) spikes.Supports MeshRenderers, SkinnedMeshRenderers, SpriteRenderers, and TilemapRenderers.Complete C# source code with optimized data-oriented design patterns included.Extensive technical documentation and pre-configured culling profiles.




