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Out of the box, it only has manual LOD support for meshes: https://docs.unity3d.com/Manual/importing-lod-meshes.html (where you create the models yourself)
They played around with the idea of automatic LOD, but it hasn't gotten updated in a while: https://github.com/Unity-Technologies/AutoLOD
The closest to that would be looking at assets on the Asset Store, for example: https://assetstore.unity.com/packages/tools/utilities/poly-f...
An exception to that is something like the terrain, which generates the model on the fly and decreases detail for further away chunks as necessary, but that's pretty much the same with the other engines (except for Godot, which doesn't have a terrain solution built in, but the terrain plugins do have that functionality). I guess in Unity's case you can still get that functionality with bought assets, which won't be an issue for most studios (provided that the assets get updated and aren't a liability in that way), but might be for someone who just wants that functionality for free.
https://github.com/Whinarn/UnityMeshSimplifier :
> Mesh simplification for Unity. The project is deeply based on the Fast Quadric Mesh Simplification algorithm, but rewritten entirely in C# and released under the MIT license.
Mesh.Optimize: https://docs.unity3d.com/ScriptReference/Mesh.Optimize.html
Unity-Technologies/AutoLOD
https://forum.unity.com/threads/auto-lod.1440610/
"Discussion about Virtualized Geometry (as introduced by UE5)" https://github.com/godotengine/godot-proposals/issues/2793
UE5 Unreal Engine 5 docs > Rendering features > Nanites:
https://github.com/przemyslawzaworski/Unity-GPU-Based-Occlus...
https://github.com/przemyslawzaworski/Unity-GPU-Based-Occlus...
I'm not a GPU programmer, but I became interested to dig out what is the state of art of culling, and found out Arseny Kapoulkine [1] has implemented those in MIT licensed C++ code base:
Cluster cone culling, frustum culling, Automatic occlusion culling, triangle culling, Meshlet occlusion culling, Optimizing culling. On paper sounds impressive, and maybe Colossal Order could learn from those.
https://github.com/zeux/niagara
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