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Feedback We need a way to turn off frustum culling on Renderers in Built-In RP

Discussion in 'General Graphics' started by joshuacwilde, Feb 16, 2022.

  1. joshuacwilde

    joshuacwilde

    Joined:
    Feb 4, 2018
    Posts:
    726
    I would really love a way to disable frustum culling on a per-renderer basis in Built-In RP. This is not a visual thing, it can't be solved by using a custom bounding box. It is a performance issue. I want to implement my own frustum culling in special cases and want to completely turn off unity's frustum culling.

    I see a lot of posts about this scattered across the various unity help websites (forums, answers, third-party blog posts). However most of these end up with the same solution of making the bounding box bigger, but that does not change performance at all of course.

    Ideally this could just be a boolean per renderer with frustum culling as enabled or disabled.

    Also to the inevitable comment about how I can use DrawMeshInstancedIndirect or similar, I can't because that is slower than built in GPU Instancing for some reason...
     
    skiplist likes this.