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Note: only DX11 on Windows (x64) is supported right now
GDOC is a dynamic GPU occlusion culling solution that increases FPS by hiding objects that are not visible by the camera, drastically reducing the number of draw calls. Compared to the built-in occlusion culling, GDOC works at runtime and doesn't need baking.
Features β No baking, works with procedurally generated, additive and streamed scenes
β No raycasting, doesnβt need colliders
β Supports dynamic occluders and occludees
β Most of the work is done on GPU
β Culls shadow casters for 1 directional light
β Supports LWRP
β Supports VR multi pass & single pass (non-instanced)
Supported platforms: DX11 on Windows x64
Not supported yet: HDRP, Linux/Mac, consoles, mobile, DX12/Vulkan/Metal/OpenGL