WorldBrush


Place, procedurally populate, bake, stream, and render objects with GPU instancing across vast Unity worlds.


by Tishina


Price History +

WorldBrush — Large-World Object Placement, GPU Rendering & Runtime Streaming


Beta Version: WorldBrush is currently in active development. Features, APIs, workflows, and data formats may change in future updates.


WorldBrush is a Unity toolkit for placing, generating, baking, streaming, and rendering large numbers of prefab-based objects across large worlds.

Key Features

  • Brush Placement — Paint, erase, and edit prefab instances directly in the Scene View using reusable brushes.
  • Object Palette — Manage prefabs, materials, LODs, impostors, colliders, categories, and placement settings.
  • Terrain & GameObject Surfaces — Work with Unity Terrain and collider-backed surfaces divided into manageable chunks.
  • Procedural Generation — Populate worlds using Jittered Grid, Random, Poisson Disk, Brush Pattern, and Noise Field algorithms.
  • World Baking — Convert authoring data into binary runtime tiles, manifests, and streaming catalogs.
  • Runtime Streaming — Load and unload tiles around the player using configurable distance, memory, CPU, and I/O budgets.
  • GPU Rendering — Supports RenderMeshIndirect, GPU Instancing, and MeshRenderer fallbacks with multi-material and submesh support.
  • LOD & Impostors — Reduce distant rendering cost with mesh LODs, GPU LOD selection, and camera-facing impostors.
  • GPU Occlusion — Hi-Z based instance culling without requiring dedicated Unity layers.