Nano Tech is only a Unity test project, not sure if it will be released, because there are still a few open TODOs to make it feasible.
Current features in V2:
One draw call for everything
Async reading of mesh data
Using Unity's HDRP renderpipeline with shader graph and compute shaders (nothing custom)
Using Texture arrays to read textures from all materials.
TODOs:
Texture streaming
Full async stream (with cleaning of memory for unused data)
Add Hierarchical Z-Buffer Occlusion Culling to improve performance
Try to use job system to improve bytes to gpu processing (current bottleneck)
Improve LOD mesh data with better/faster mesh decimator