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Change Log



v0.9.7 - submitted Nov 27, 2018


  • New: Added Render With Selected Camera option to limit rendering to one camera
  • New: Added Detail Texture Layer option to Detail Manager
  • New: Added support for the internal "Standard (Roughness setup)" shader
  • New: Added option to use frustum and occlusion culling for shadows
  • New: Added UpdateVariation API method to update variation buffer at runtime
  • New: Added a new demo scene that showcases the use of custom compute shaders to extend GPUI
  • Changed: Managers now show the Unity Archive link to download built-in shaders, if necessary
  • Changed: Improved the CPU times when handling transform changes
  • Fixed: Billboards not using the original prefab's Layer
  • Fixed: SpeedTrees without BillboardRenderer not showing billboard distance options
  • Fixed: Standard shader error for Unity 2017.3 versions
  • Fixed: Billboard renderer causing a minor artifact in forward rendering and single-pass VR when there is a CommandBuffer using the depth texture
  • Fixed: A bug that would prevent builds from Unity 2018.3 beta versions

v0.9.6 - submitted Nov 16, 2018


  • New: Added a grass mower model and grass mowing mode for the detail instancing scene
  • New: Added shadow casting option for custom billboards
  • Fixed: Possible initialization problems when having multiple prototypes with no-gameobjects
  • Fixed: Manager showing as initialized before gpu buffers are generated
  • Fixed: MapMagic integration missing min. culling distance setting

v0.9.5 - submitted Nov 15, 2018


  • New: Nested-Prefabs support (Unity 2018.3 and later)
  • New: Tree instancing demo scene
  • New: Optional minimum culling distance setting
  • New: Shadow Distance option per prototype
  • New: Shadow LOD options
  • New: Clear Shader Bindings menu item
  • New: Prefab Replacer tool for easily replacing GameObjects in scene with prefab instances
  • New: Brightness setting for baked billboard textures
  • New: Added a cutoff override option for the billboard generator
  • Changed: Shader conversion automatically disables other procedural instancing setups to enable GPUI support for various shader assets
  • Changed: Internal shaders are now marked hidden to remove clutter
  • Fixed: An error in 2018.3 Beta where an issue with the way DateTime worked caused the managers to re-convert shaders
  • Fixed: Billboard normal atlas dilation causing bright outlines
  • Fixed: TreeCreator billboard material properties and reversed normals issue
  • Fixed: Shader conversion error when project is updated while the Manager is running in editor
  • Fixed: Wrong bounds calculation when first mesh in a prefab is scaled
  • Fixed: Standard (Specular) shader now works with LOD cross-fading

v0.9.4 - submitted Nov 07, 2018


  • New: Tree instantiation calculations are made in Compute Shaders for better performance
  • Changed: Automatically create GPUI supported version for custom billboard shader
  • Fixed: Map Magic integration not adding Tree Manager for pinned terrains

v0.9.3 - released Nov 06, 2018


  • New: API Method to remove instances inside a given Bounds or Collider
  • New: Added grass removal function to Detail Instancing Demo
  • New: Added Instance Remover script which removes instances based on colliders of the object when initialized
  • New: Support for Unity 2018.3 prefab system
  • New: Added custom billboard option to billboard generator
  • New: Added billboard extentions for custom billboard generators
  • Changed: Added forceNew parameter to InitializeGPUInstancer API method
  • Changed: Map Magic integration Editor max prefab distance increased to 10000
  • Changed: Added SetCamera method to Map Magic integration class
  • Fixed: Can not find manager warning when instances were initialized before the manager with "Auto. Add/Remove Instances" option enabled
  • Fixed: Map Magic integration Editor not showing prototypes when there are only Trees
  • Fixed: Map Magic integration Editor not updating shader and billboard bindings

v0.9.2 - released Oct 26, 2018


  • New: API Method to define prototypes for procedurally generated GameObjects without prefabs at runtime
  • New: API Method to add instances to a prototype from a list of GameObjects at runtime
  • New: API Method to remove prototype definition on the manager at runtime
  • New: Demo Scene showcasing how to add-remove procedurally generated GameObjects on the Prefab Manager
  • New: Tree Creator billboards now have their own shader that supports their translucency color
  • Changed: Enable Auto. Update Transform by default if there is rigidbody on prefab
  • Changed: Do not create runtimedata when there are no MeshRenderers
  • Changed: Prefab Manager max distance editor limit increased to 10.000
  • Changed: Memory optimization on Tree Manager initialization
  • Changed: Improved SpeedTree billboards
  • Fixed: UpdateVariationFromArray invalid cast exception for multiple variation with different types
  • Fixed: Duplicate Hi-Z Generator components when SetCamera is called for the same camera multiple times
  • Fixed: Tree Manager not calculating prefab scale
  • Fixed: Missing reference exception when disabling manager for procedurally generated GameObjects
  • Fixed: Prefab instances duplicating when dropped on the manager multiple times
  • Fixed: Forward rendering GPUIStandardInclude.cginc fog error for Unity 2018.2.1 and later versions
  • Fixed: Billboard mesh showing wrong atlas frames on some angles (Requires rebake of previous billboards)
  • Fixed: Billboard colors and lighting corrected for linear color space
  • Fixed: Tree Creator trees windzones now work correctly
  • Fixed: Tree Creator billboards crossfading now works correctly

v0.9.1 - released Oct 12, 2018


  • New: Added support for the High Definition Render Pipeline (HDRP)
  • New: Added support for the Lightweight Render Pipeline (LWRP)
  • New: Automatic shader conversion now also works for SRP shaders
  • New: Added option to use custom Health/Dry noise texture for each detail prototype
  • Changed: Further optimized Detail Manager memory usage for Android
  • Fixed: Automatic shader conversion now creates shaders in an internal folder if the original shader is in "Packages" (Package Manager)
  • Fixed: Error on shader conversion for ShaderGraphs
  • Fixed: GPUIStandardInclude.cginc errors on some Unity 2017 versions

v0.9.0 - released Oct 05, 2018


  • New: Tree Manager for Unity terrain trees
  • New: Speed Tree support with wind animations
  • New: Automatic Billboard generation system (designed and tested for Unity terrain trees)
  • New: Gaia integration
  • New: "Auto. Add/Remove Instances" option for Prefab Prototypes
  • New: "Auto. Update Transform Data" option for Prefab Prototypes
  • New: API Methods to Add-Remove-Update prefab instances without instantiating GameObjects (Demo scene included)
  • New: API Method to offset transform positions of all instances
  • New: Shadow rendering performance improvements and LOD settings
  • New: LOD cross-fade support (with animation or fade transition width)
  • New: LOD bias adjustments
  • New: Prefab Scene Importer Tool
  • New: Custom vertex color wind animation support for Soft Occlusion Tree shaders
  • New: Limited support for Tree Creator trees
  • New: Added mobile version of the Prefab Instancing Demo scene with mobile controllers
  • Changed: Prefab instances in the scene can now also be added to the Prefab Manager to create prototypes
  • Changed: Furter optimized update functions to reduce overhead on loops
  • Changed: Mesh Renderer "Cast Shadow" option is taken into consideration when rendering shadows
  • Changed: Various editor improvements for ease of use
  • Fixed: Vulkan API detail rendering compute shader error and UAV count warning
  • Fixed: Vulkan API Foliage shader blinking issue
  • Fixed: Vulkan API not rendering prefabs with more than 3 LOD levels
  • Fixed: Added Standard shader vairants (Cutout, Transparent, Fade) for instanced shader features not compiling in builds
  • Fixed: Missing AddRemoveInstancesDemo scene prefab references

v0.8.3 - released Aug 07, 2018


  • New: Added Detail Density for Detail Manager
  • Fixed: SetCamera now does not add the Occlusion Culling buffer to the camera if Occlusion Culling is turned off in the manager
  • Fixed: Grass initialization kernel position 0,0 random position and rotation generation problem
  • Fixed: Prototype list null check on initialization and registered prefabs count check on register

v0.8.2 - released Jul 18, 2018


  • Fixed: Multiple fixes and improvements for OpenGL ES 3.1 and Vulkan API on Android target platforms
  • Fixed: Auto custom shader conversion DateTime error when updating project

v0.8.1 - released Jul 03, 2018


  • New: GPU Occlusion Culling (for non-VR platforms)
  • New: Map Magic integration
  • New: Max LOD levels increased to 8
  • New: Detail initialization is now faster
  • New: Detail spatial partitioning memory and performance optimizations
  • New: Auto-converted versions of custom shaders are now automatically updated when the originals are modified
  • New: Option to use original shaders for shadow casters on prototypes that fall outside the view frustum
  • New: Layers are now taken into consideration with instancing
  • New: Warning messages in manager editor windows
  • New: Terrain is now set automatically if Detail Manager is added on the terrain GameObject
  • New: Additional API methods added to manage registered prefabs
  • New: Out of bounds check for prefab API methods
  • New: Added scripting define symbol: GPU_INSTANCER
  • Changed: Detail simulation improvements, works with frustum culling
  • Changed: Max detail viewing distance increased to 2500
  • Changed: LOD calculations now better reflects Unity LOD Group settings
  • Changed: Custom editor properties are reordered and grouped
  • Changed: Terrain Proxy will not be added if the manager is already added to terrain
  • Changed: Removed terrainData reference on TerrainSettings for terrains that are generated from scripts
  • Changed: PrefabInstancingDemoScene now has its own shader for the Asteroid Haze, which is also instanced as a prefab prototype
  • Fixed: Prefab Manager Custom Editor null reference exception when manager is disabled at runtime
  • Fixed: TerrainProxy DestroyImmediate multiple times error when detail manager is added under the terrain GameObject
  • Fixed: Built-in shader can not be instanced warning loop. Now shows error in custom editor when instanced shader was not able to be created, and throws a warning in play mode
  • Fixed: Multiple fixes for some iOS, tvOS and macOSX platforms using the Metal API
  • Fixed: Multiple fixes and improvements for Vulkan API on android target platforms

v0.8.0 - released May 19, 2018


  • Initial release