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[编辑器/功能拓展] Ultimate LOD System MT 3.4.2终极LOD优化系统

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发表于 2023-3-28 11:26:05 | 显示全部楼层 |阅读模式
















Ultimate LOD System provide an alternative LOD mechanism more customizable, optimized, automatic and easier compared to the Unity "LOD Group".

Furthermore, this tool allows you to automatically generate LODs or Simplified versions from your original meshes, and save it. This tool was designed to work In-Game, Runtime or In-Editor.

With this tool, you just need to scan the meshes you want to generate the LODs in your scene and then the tool will render the LODs according to the distance between the meshes and the camera that renders them.

Need to combine Scene Static Meshes too?
Easy Mesh Combiner MT
Need to combine Skinned Meshes too?
Skinned Mesh Combiner MT
Or get all these 3 tools, at a discount, in one Bundle!
Mesh Merger and LOD MT Bundle
Some Features of This Tool

● Can generate LODs from Normal Meshes (Mesh Renderer) or Skinned Meshes
● Generates LODs quickly, even in meshes with thousands vertices.
● Completely non-destructive workflow.
● There is no need to create a new GameObject for each LOD in your scene.
● This tool will not create any additional GameObject in your scene.
● There is no need to modify your scene, or GameObjects structure.
● Fully compatible with HDRP, URP and the Built-in RP.
● After generating LODs, animations remain intact in Skinned Mesh Renderers.
● Supports all Materials, Shaders (all kinds), UVs or Meshes.
● Supports multi-material meshes (meshes that use more than 1 material).
● Supports Blendshapes. Will continue working after generate LODs.
● It can generate LODs and Simplify meshes in Runtime through the C# API.
● You can save generated LODs or Simplified meshes in your project.
● You can set parameters for generating LODs or Simplifying meshes.
● If you already have LODs from your meshes, you can use them in the Ultimate LOD System LOD mechanism, instead of generating new LODs.
● You can turn Culling on or off from far away meshes.
● Culling from far away meshes helps reduce Batches.
● You can convert to Unity LODs ("LOD Group") at any time and easily.
● Great documentation.
● It has a complete C# API for debugging and controlling your LODs.
● The Ultimate LOD System has a C# API so you can choose when or not the system can work. For example, when a player looks at the horizon, through a zoomed aim, you can disable the LOD system so that only the original meshes are displayed, and when the player stops looking at the aim, you can use the API C# to turn the system back on, and display the LODs again. Of course, the LOD system is always on by default!


终极LOD系统提供了一个替代LOD机制,更可定制,优化,自动和更容易与Unity“LOD组”相比。

此外,该工具允许您从原始网格自动生成lod或简化版本,并保存它。这个工具的设计工作在游戏中,运行时或在编辑器。

使用这个工具,你只需要扫描你想要在你的场景中生成lod的网格,然后工具将根据网格和渲染它们的相机之间的距离渲染lod。

也需要合并场景静态网格吗?
简易网格合成器MT
也需要合并蒙皮网格吗?
蒙皮网格合成器
或获得所有这3个工具,在折扣,在一个捆绑!
网格合并和LOD MT捆绑
此工具的一些功能

●可以从普通网格(网格渲染器)或蒙皮网格生成lod
●快速生成lod,即使在有数千个顶点的网格中。
●完全无损的工作流程。
●没有必要为场景中的每个LOD创建一个新的GameObject。
这个工具不会在你的场景中创建任何额外的游戏对象。
不需要修改你的场景或游戏对象结构。
●完全兼容HDRP, URP和内置RP。
●生成lod后,动画在蒙皮网格渲染器中保持完整。
●支持所有材质,着色器(所有类型),uv或网格。
●支持多材质网格(使用一种以上材质的网格)。
●支持混合形状。生成lod后将继续工作。
它可以通过c# API在运行时生成lod和简化网格。
●你可以在你的项目中保存生成的lod或简化网格。
●你可以设置参数生成lod或简化网格。
●如果你已经从你的网格中有LOD,你可以在终极LOD系统LOD机制中使用它们,而不是生成新的LOD。
你可以在远处的网格中打开或关闭剔除。
●从较远的网格剔除有助于减少批量。
●您可以随时轻松地转换为Unity LOD(“LOD组”)。
●优秀的文档。
它有一个完整的c# API来调试和控制你的lod。
终极LOD系统有一个c# API,所以你可以选择何时或不系统可以工作。例如,当玩家看着地平线时,通过缩放目标,你可以禁用LOD系统,这样就只显示原始网格,当玩家停止看目标时,你可以使用API c#重新打开系统,并再次显示LOD。当然,LOD系统在默认情况下总是打开的!





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