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2025年7月30日 星期三

Tile3DInstancer: A Practical Solution for Large-Scale, Multi-Type GPU Instancing in Unity


Have you ever run into this when building a large-scale scene?

You used DrawMeshInstancedIndirect to render millions of objects, and at first, it seemed like the perfect solution.

But then, as the number of instance types increased, things got messy. You had to break things up into multiple buffers, issue multiple draw calls—and worst of all, you had no way to know which instances were actually visible.

That means for every type of object, even if it’s not visible at all, the CPU still needs to issue a DrawMeshInstancedIndirect call to the GPU. That’s wasted draw overhead and CPU-GPU communication cost—for absolutely nothing rendered.

And on top of that? You’re manually managing transforms, rotations, scaling, and LODs for potentially millions of instances. Eventually, your scene becomes an unmaintainable blob of dense matrix data.

That’s exactly why we built Tile3DInstancer.

2025年7月22日 星期二

2025年7月4日 星期五

Tile3DInstancer

Tile3DInstancer is built on the core architecture of InstanceCollector (with instance culling and collection handled outside of the same job), and incorporates cell template processing for objects. It can load over 5 million instance transforms in just 2 seconds, while significantly reducing memory usage. I am currently developing an editor for it.

2025年6月16日 星期一

GodViewFakeDOF: Introducing Blur Rect Height Ratio for Better Performance

 
Although GodViewFakeDOF already supports Mask Filter, it still processes the entire screen’s pixels.
This can easily lead to performance bottlenecks when using a high Render Scale and setting Blur Quality to High.


2025年6月7日 星期六

Optimizing SSAO on Mobile: Introducing EdgeDownSample in MobileSSAO (SmallBurger Assets)


On mobile platforms, SSAO (Screen Space Ambient Occlusion) has always been a performance-intensive visual effect.

In MobileSSAO, we have already optimized the PreDepthNormalPass using MRT (Multiple Render Targets), but under high-quality settings with increased Sample Count, performance bottlenecks can still be noticeable.
This is especially true on mid-to-low-end devices such as the Galaxy S8, where achieving a balance between visual quality and smooth frame rates remains a key challenge.

To address this, we’ve introduced a new feature in this update: EdgeDownSample.
This is a flexible SSAO optimization technique that maintains high Sample Count in the center of the screen, while dynamically reducing SSAO sampling costs along the edges of the screen, resulting in significantly improved performance.

2025年5月28日 星期三

ScriptableRenderPass to RenderGraph: Smooth Transition in Unity 6 URP


With the official release of Unity 6 LTS, RenderGraph is no longer an experimental toy—it has become a significant evolution in Unity’s rendering pipeline. For developers using the Universal Render Pipeline (URP), how to seamlessly transition from the traditional ScriptableRenderPass to RenderGraph has become a hot topic.

2025年5月23日 星期五

Try It Now – MobileSSAO Now Supports RenderGraph (Unity 6 Ready!)


We’re excitgd to announce the latest update to **MobileSSAO**:
  1. ✅ Fixed an issue where shader variants might fail to compile.  
  2. ✅ Added initial support for the new RenderGraph pipeline (tested in Unity 2022.3.x and newer).  
  3. ✅ Fully tested and verified in both Unity 2022.3.x and Unity 6.0.
This update ensures smooth compatibility with current and next-gen Unity versions, while maintaining maximum performance for mobile platforms.

MobileSSAO Asset

SmallBurgertAssets