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.
Why
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.
What's in the framework
Unity 6's newest, fastest GPU-resident rendering path, with correct lighting, shadows, and per-face shading — no proprietary shader replacement.
Paint directly in the Scene view: click-and-drag placement with the controls a scatter pass actually needs.
The parts that matter once the scatter is actually in a real project, not a demo scene.
Ideal for
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.
Fine print, up front
Requirements