Shaders & Effects

Unity3D Hierarchical Z Buffer Occlusion Culling


An implementation of the Hierarchical Z-Buffer Occlusion Culling using Unity3D, compute shaders and Indirect drawing

The project shows you how to:

  • Draw things using Graphics.DrawMeshInstancedIndirect
  • Frustum cull in a compute shader
  • Shadow cull in a compute shader
  • Occlusion cull with HierarchicalZBuffer in a compute shader
  • Use distance based LOD’ing
  • Use Append buffers