A LOD-like system which contains a LODObject that controls child LOD levels through a LODManager autoload. It calculates a discrete LOD value based on your input parameters, supports switching child nodes when a given LOD is reached, sends signals you can hook into to perform distance optimizations (like AI complexity), and calculates a float "Importance" value. Partially inspired by the Significance Manager in Unreal Engine.
A shader that was originally intended for terrains, but can be applied to any mesh to add material mixing, detail, and more.
This was supposed to be for a tutorial video, but I kept never getting to it. I decided to, at least, release the tutorial files (including the full shader).