Precomputed occlusion culling is a pixel-perfect system that boosts scene performance without significant overhead. It precomputes and bakes scenes to improve frame rates. The algorithm finds visible meshes from each point in the scene, using color-coding, and saves them efficiently for later loading. This results in significant performance gains, especially in heavily occluded scenes. Runtime baking support is also available.
Heavily occluded scenes, such as a two-story house with interior on all floors, can see up to 240% improvement in frame rate, from 30fps to 72fps on Quest 2. Open world scenes with flat chunked terrain can see 10-25% improvement, from 47fps to 60fps on low-end mobile.
Key features include support for URP and HDRP, multiple cameras, scenes, and variants, as well as dynamic loading and unloading. It also supports transparency, LODs, Unity Terrain, 2D Sprites, and all platforms, including mobile, VR, AR, and WebGL. The package includes a C# API for custom building pipelines, full source code, and documentation with tutorials.
The size of a single occlusion bundle is calculated as (uncompressed): {Average visible percent of meshes} * {Meshes count} * {Occlusion Areas} * 4 * 4 = {Size in bytes}. For example, 40% * 600 * 400 * 4 * 4 = 2,304,000 bytes = 2Mb, which can be compressed to approximately 700kb.
This package supports all platforms.
Optimize Your 3D Scenes with Precomputed Culling - Asset Store





