# Unity-Nanite-Seamless-Virtual-Geometry **Repository Path**: eloncode/unity-nanite-seamless-virtual-geometry ## Basic Information - **Project Name**: Unity-Nanite-Seamless-Virtual-Geometry - **Description**: No description available - **Primary Language**: Unknown - **License**: MIT - **Default Branch**: main - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2025-12-17 - **Last Updated**: 2025-12-17 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # Unity-Nanite-Seamless-Virtual-Geometry Nanite in Unity Now! 📘 Online Document: https://zenginestudios.github.io/ ## 🎥 YouTube Demos [![Video 1](https://img.youtube.com/vi/BfrKjMJbpjc/0.jpg)](https://www.youtube.com/watch?v=BfrKjMJbpjc) [![Video 2](https://img.youtube.com/vi/Mvty08Og7Lo/0.jpg)](https://www.youtube.com/watch?v=Mvty08Og7Lo) [![Video 3](https://img.youtube.com/vi/BMM8glnEb9o/0.jpg)](https://www.youtube.com/watch?v=BMM8glnEb9o) [![Video 4](https://img.youtube.com/vi/wklo_K_ixQI/0.jpg)](https://www.youtube.com/watch?v=wklo_K_ixQI) [![Video 5](https://img.youtube.com/vi/yaKzL0-Msgo/0.jpg)](https://www.youtube.com/watch?v=yaKzL0-Msgo) ## 🧾 Summary A Unity package inspired by Virtual Geometry, enabling massive, detailed asset rendering with seamless LOD management and virtualized geometry. It is a fully GPU-driven solution. Seamless Virtual Geometry is a package similar to Unreal's Virtual Geometry. This package allows developers to render massive amounts of detailed assets with unparalleled efficiency, leveraging advanced level-of-detail (LOD) management. Some source code is provided, while the core code and shaders are provided in the form of DLLs and Asset Bundles. ## ⚙️ Description ### ✅ Supported Features: - Meshlet LOD and BVH node generation - Meshlet LOD hierarchy - 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 Culling - Programmable rasterizer (Alpha Test) - Skinned mesh - Rendering layer supported - Deferred shading only - Per-object GI is supported (per-object light probe, reflection probe and Lightmap) - Meshlet generation speed up ### ❌ Not Supported Yet: - No software rasterizer - No two phase Occlusion Culling - No Streaming - No Compression currently - Not Support Unity Terrain (no plan to support) ## 📖 User Guide - 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. Or commit a GitHub issue. - 📧 Email: [zenginestudios@hotmail.com](mailto:zenginestudios@hotmail.com) ## 📄 License This software is licensed under the MIT License, with the following additional condition: > If you use this software in a released game or product, you must: > - Allow your product to be listed publicly as a user of this software; > - Include a visible reference to this repository in your product’s “About” or “Credits” page. ❗Failure to comply with these terms terminates your right to use this software. ## ☕ Support This Project If you like this project, please consider buying me a coffee: Buy Me a Coffee ## 📦 Dependencies This project makes use of the following open-source or external libraries: - **Meshoptimizer** (used for meshlet generation) — [https://github.com/zeux/meshoptimizer](https://github.com/zeux/meshoptimizer) - **METIS** (BVH build) — [https://github.com/KarypisLab/METIS](https://github.com/KarypisLab/METIS) - **nanite-webgpu** (Inspired strongly by) — [https://github.com/Scthe/nanite-webgpu](https://github.com/Scthe/nanite-webgpu)