Virtual Mesh 00: Reveal
I’m excited to share the first version of my Nanite-inspired virtualized geometry solution for Unity - Virtual Mesh!
What it can already do:
- Continuous LOD graph – meshlets are dynamically selected based on an error metric, ensuring smooth transitions with minimal LOD popping.
- GPU-driven culling – per-instance, per-meshlet, and even per-triangle culling to minimize vertex shader work.
- Fewer draw calls – instances with the same materials are drawn in a single draw call, even if their meshes differ.
- Streaming – mesh vertices and triangles get dynamically loaded/unloaded based on what is currently used and requested on the GPU.
Everything runs in Unity 6 + URP + DX11, with no strict hardware requirements (no need for Mesh Shader support).
The video showcases how enabling the plugin dramatically boosts performance in a 72 million triangle scene.