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[编辑器/功能拓展] Custom Tree Importer 3.4

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发表于 2023-3-9 15:44:47 | 显示全部楼层 |阅读模式


















Benefits
Import manually modeled trees from Maya, 3ds Max, Modo or Blender and let them get adjusted to be compatible with unity's tree creator shaders and directional and radial wind zones or create smoothly fading LOD groups using custom shaders which also support physically based lighting.

Add your trees using the terrain engine or place them as independent game objects.​

Compatibility
CTI LOD shaders support the built in RP as well as LWRP/URP 7.2, 10.3.2, 11.0. and 12.0. Shaders for HDRP 7.2 and HDRP 10.3.2 are included.

Requirements
Please do not expect the custom tree importer to simply make any tree just work: You will have to spend some time tweaking your model.

First and foremost the custom tree importer needs trees to be imported as nested, hierarchical objects.

Hierarchical setup of the tree
In order to be able to calculate the influence of wind on the trunk, the branches and leaf planes the importer script has to know about the different parts of the tree and their origins.

For this reason you will have to provide trees as nested, hierarchical objects like shown on the screen shots attached.

The custom tree importer script works as asset postprocessor. It combines all submeshes into one and bakes the needed bending information into vertex colors and uvs.

Bending
Adjust bending on each level of your tree using control tags which let you specify its reaction to main wind, main and edge turbulence to create convincing and lively bending trees.

Advanced rendering and LOD groups
Trees imported using the custom tree importer are fully compatible with the built in tree creator shaders and also any tree shader based on these.

Furthermore this package ships with a bunch of shaders which will give you physically based shading and enable you to create smooth fading LOD groups including several mesh instances as well as real time lit billboards – all physically based shaded.

Third party support
Trees created using CTI may be used with Vegetation Studio Pro and will benefit from "instanced indirect" rendering (built in RP and URP only).


好处
从Maya, 3ds Max, Modo或Blender导入手动建模的树木,让他们得到调整,以与统一的树创造者着色器和方向和径向风区兼容,或使用自定义着色器创建平滑褪色的LOD组,这些着色器也支持基于物理的照明。

使用地形引擎添加树木或将它们作为独立的游戏对象。

兼容性
CTI LOD着色器支持内置的RP以及LWRP/URP 7.2, 10.3.2, 11.0。和12.0。包括HDRP 7.2和HDRP 10.3.2的着色器。

需求
请不要期望自定义树导入器可以简单地使任何树工作:您将不得不花一些时间调整您的模型。

首先,自定义树导入器需要将树导入为嵌套的、分层的对象。

树的层次结构设置
为了能够计算风对树干、树枝和叶平面的影响,导入器脚本必须知道树的不同部分及其起源。

出于这个原因,你将不得不提供树作为嵌套的,分层对象,如所附的屏幕截图所示。

自定义树导入器脚本作为资产后处理程序。它将所有的子网格合并为一个,并将所需的弯曲信息烘焙成顶点颜色和uv。

弯曲
使用控制标签调整弯曲在你的树的每一层,让你指定它对主要风的反应,主要和边缘乱流,以创建令人信服和生动的弯曲树。

高级渲染和LOD组
使用自定义树导入器导入的树与内置的树创建器着色器以及基于这些着色器的任何树着色器完全兼容。

此外,这个包附带了一堆着色器,这将为您提供基于物理的着色,并使您能够创建平滑褪色的LOD组,包括几个网格实例以及实时照明广告牌-所有基于物理的着色。

第三方支持
使用CTI创建的树可以与Vegetation Studio Pro一起使用,并将受益于“实例间接”渲染(仅内置在RP和URP中)。





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