
A Unity package inspired by Nanite, enabling massive, detailed asset rendering with seamless LOD management and virtualized geometry. It is a fully GPU-driven solution.The package heavily relies on Unity's new Render Graph system, so it only supports Unity 6 and versions later than 2023.3. Currently, it only supports URP, but an HDRP version will be available in the near future.Nanite-Like Virtual Geometry is a package similar to Unreal's Nanite. This package allows developers to render massive amounts of detailed assets with unparalleled efficiency, leveraging advanced level-of-detail (LOD) management.### Supported Features:- Meshlet LOD and BVH node generation- Meshlet LOD hierarchy- Nanite-like BVH tree- Instance GPU frustum and occlusion culling- BVH node GPU frustum and occlusion culling with LOD traversal- Meshlet GPU frustum and occlusion culling- Hardware rasterizer- Visibility buffer- Shadow support, including point light shadows and directional light shadows (CSM)- Deferred material- Per-chunk material culling- Single-phase Occlusion Culing- Supports opaque objects only### Not Supported Yet:- No software rasterizer- No two-phase rasterizer- No streaming- No compression- Programmable rasterizer (Alpha Test)- Skinned mesh- Unity Terrain is not supported- Rendering layers are not supported—please disable them- Deferred shading only- May cause issues with other render features### Possible Issues:- Meshlet generation is slow in the current implementation.- Try the package with an empty URP Core project and enter the demo scene.- The demo folder can be safely deleted.If you encounter any issues, please send me an email with your Unity version, URP version, and a detailed description of the problem. If possible, provide the simplest reproducible version of the issue.Inspired strongly by https://github.com/Scthe/nanite-webgpuMeshlet generation by https://github.com/zeux/meshoptimizerBVH build by https://github.com/KarypisLab/METISAsset uses meshoptimizer under MIT License;Asset uses METIS under MIT License; see Third-Party Notices.txt file in package for details.Different From UnrealBVH travel By Dispatch a single drawcall with 1024 threads,And ping pong buffer just like Fay Cry 5 Terrain Do, may cause performance issues for a large num bvh root nodes.