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Custom occlusion culling - faster than Unity

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Jan Mróz

Proposed by Jan Mróz

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Description

Custom occlusion culling - faster than Unity is Jan Mróz's advanced Procedural Pixels article documenting project-specific occlusion that beat baked occlusion and the GPU Resident Drawer in his benchmark village. A spline camera records 1200 identical frames for Unity Profiler and Nsight on an i5-10400F and RTX 3060 at 1440p.

The custom system runs a lightweight per-frame job on a worker thread, culling draw submissions before they hit the GPU while costing on the order of a tenth of a millisecond. Mróz details requirements, data structures, frustum and occlusion tests, and incremental optimizations before comparing timings against Unity baselines.

Advanced Unity engine programmers comfortable with multithreaded culling and IL2CPP release profiling should read this after understanding built-in occlusion and GRD limits. Dense scenes with predictable camera rails benefit most.

The walkthrough is a free long post on proceduralpixels.com with benchmark tables and editor tooling notes.

The article is cited in Procedural Pixels optimization series when teams outgrow stock Unity occlusion for authored levels.