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[编辑器/功能拓展] MCS Caves & Overhangs 1.31逼真洞穴地形岩石创建工具

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发表于 2023-2-16 12:01:30 | 显示全部楼层 |阅读模式




















This extension REQUIRES Mesh Combine Studio 2

* Supports Unity 2017.x, 2018.x, 2019.x, 2020.x and 2021.x .
* Supports all platforms (PC, Mac, Linux, Android, IOS, WebGL, VR, etc).
* Supports Standard Rendering, URP and HDRP.
* Supports all mesh formats that Unity supports (.fbx, .obj, .dea, 3ds, .skp, etc).

This extension gives the best performance possible by using the easiest way to get amazing looking Caves and Overhangs on any terrain solution.

The easiest way to create caves and overhangs (and best looking) is by stacking your rock models inside the Unity Editor. The issues:
1). It's bad for performance because there's a lot of rock geometry (triangles) that overlaps with other rocks or are below the terrain. So many triangles are drawn that are never visible and this also results in overdraw on the GPU which reduces performance.
2). It's bad for lightmapping. Lightmapping gives the best looking results especially on caves but a lot of lightmap texture space (increase in memory needed) is wasted with the never visible rock triangles.

This MCS extension solves those issues in a few clicks and removes all rock triangles that are never visible. What we measured is that it removes ~60-75% of the rock triangles in the arenas for our game D.R.O.N.E.

It beats performance of GPU Instancing, as with grid cell based combining and only 1/3 of the original triangles to draw it's obvious whose the winner.

Features:
* Compatible with any rocks asset pack.
* Compatible with Unity terrain, any Voxel terrain and terrain mesh solution.
* Reduces draw calls by using MCS cell-based combining.
* Much faster than GPU Instancing.
* Geometry reduction of ~60-80%.
* ~3x faster to render.
* ~3x less over draw on the GPU.
* ~3x cheaper shadows.
* ~3x reduced lightmap texture space needed (when using lightmapping).
* ~3x reduced memory needed compared to Static Batching or Classic Combining.
* Cheaper colliders (physics).
* Supports lightmapping.
* Supports LODs.

Please keep in mind this is an optimization extension for Mesh Combine Studio and not an Art Asset. There's only one rock model included for the example Scene. The cool thing is that you can use any of your rock Assets, with the condition that the rock models are closed meshes.


这个扩展需要网格结合工作室2

*支持Unity 2017。x, 2018。x, 2019。x, 2020。X和2021年。x。
*支持所有平台(PC, Mac, Linux, Android, IOS, WebGL, VR等)。
*支持标准渲染,URP和HDRP。
*支持Unity支持的所有网格格式。Fbx, .obj, .dea, 3ds, .skp等)。

这个扩展通过使用最简单的方法来获得令人惊叹的洞穴和悬垂在任何地形解决方案,提供了最好的性能。

创建洞穴和悬垂(最好看)最简单的方法是在Unity编辑器中堆叠你的岩石模型。的问题:
1).这对性能很不利,因为有很多岩石几何形状(三角形)与其他岩石重叠或位于地形之下。如此多的三角形是永远不可见的,这也会导致GPU透支,从而降低性能。
2).不利于灯光映射。光贴图可以得到最好的效果,尤其是在洞穴中,但是大量的光贴图纹理空间(需要增加内存)被浪费在了永远看不见的岩石三角形上。

这个MCS扩展解决了这些问题在几次点击和删除所有的岩石三角形,永远不可见。我们的测量结果是,在我们的游戏《D.R.O.N.E.》中,它移除了竞技场中60-75%的岩石三角形

它击败了GPU实例化的性能,因为基于网格单元的组合,只有1/3的原始三角形来绘制,很明显谁是赢家。

特点:
*兼容任何岩石资产包。
*兼容Unity地形,任何体素地形和地形网格解决方案。
*通过使用MCS基于单元的组合来减少draw调用。
*比GPU实例化快得多。
*几何形状减少~60-80%。
* ~3倍的渲染速度。
* ~3倍在GPU上绘制。
* ~3倍便宜的阴影。
* ~3倍减少光贴图纹理空间(当使用光贴图时)。
与静态批处理或经典组合相比,减少了3倍的内存需求。
*更便宜的对撞机(物理)。
*支持灯光映射。
*支持lod。

请记住,这是一个网格组合工作室的优化扩展,而不是一个艺术资产。Scene示例中只包含一个岩石模型。最酷的事情是你可以使用你的任何岩石资产,条件是岩石模型是封闭的网格。





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