Unity Editor Tool In Development

BRG-ScatterX

GPU-Resident Instancing & Painting Framework

Paint hundreds of thousands of GPU-instanced objects directly in the Scene view — powered by Unity 6's native BatchRendererGroup, zero shader changes required.

Unity 6000.3+ URP / HDRP Editor-only In development

Two problems, one tool

Filling an open-world scene with tens of thousands of props usually means a brutal CPU cost — or hours spent hand-authoring a custom instancing shader. BRG-ScatterX removes both problems: it's built directly on Unity 6's native BatchRendererGroup API, with Burst-compiled, shadow-cascade-aware frustum culling, and it works with your own existing URP Shader Graph materials — Lit or Unlit — with zero modifications required.

Built for production scatter

CORE

Native GPU Instancing

Unity 6's newest, fastest GPU-resident rendering path, with correct lighting, shadows, and per-face shading — no proprietary shader replacement.

  • Native BatchRendererGroup rendering pipeline
  • Burst-compiled culling, correctly handling multi-cascade shadow views — not just the main camera frustum
  • Zero-shader-change compatibility, verified with real textured/lit URP Shader Graph content
  • Distance-based LOD, up to 4 levels, automatic mesh switching by camera distance
BRUSH

Scene View Brush Tool

Paint directly in the Scene view: click-and-drag placement with the controls a scatter pass actually needs.

  • Adjustable radius and density, with an erase mode
  • Full slope range, 0°–180° — floor to wall to ceiling, so it places hanging props too, not just ground cover
  • Height filtering, random rotation/scale, and optional per-instance color tinting
  • Multi-layer workflow — one-click layer creation and switching
  • Full Undo/Redo, like any other Editor operation
TOOLS

Built for Real Production

The parts that matter once the scatter is actually in a real project, not a demo scene.

  • Setup Validator — one-click detection and fixes for common misconfigurations: render pipeline, shader stripping, mobile Graphics API, Burst status
  • Live performance overlay — real instance count and CPU culling cost, not a marketing number
  • Optional per-instance wind sway (in progress)

Environment and technical artists

Anyone building open-world, vegetation-heavy, or prop-dense scenes who needs to place large object counts without a per-object CPU/GPU tax — forests, rock fields, ruins, debris, background detail.

Known limitations

READ
FIRST
  • Scattered instances have no physics collider, by design — that's what keeps large counts cheap. Built for visual density, not player-interactive objects.
  • Performance figures are hardware-dependent; a reference-machine benchmark will be published alongside the release build.

Before you install

Unity version
6000.3 or later
Render pipeline
URP or HDRP
Graphics API
DX11/12, Vulkan, or Metal
Not supported
Built-in RP, OpenGLES
Distribution
Editor-only package