Hierarchical Instanced Static Mesh rendering built on Unity’s BatchRendererGroup (BRG) for large‑scale static mesh rendering with efficient culling, LOD, and cbuffer gpu scene batching. Good compatibility for mobile.
- 基于 BVH 的视锥裁剪与 LOD 拣选:快速剔除与分级。
- 面向数据的高性能Mesh GPU Resident Drawer: 使用高兼容性的 ConstBuffer GPU Scene + SRPBatch。
- 跨 Chunk 合批优化:64k ContBuffer windows 再分配,结合 FixedSizeAllocator/SmallBlockAllocator/SubBatchAllocator/IntrusiveUnitBucketAllocator 实现内存局部性优化、低抖动的增量更新。
- Chunk 流式分块:按网格单元切片为 Chunk,使用
AsyncReadManager异步加载与零拷贝 Blob 布局。
