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[编辑器/功能拓展] Easy Cull 1.7

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发表于 2023-3-28 14:20:18 | 显示全部楼层 |阅读模式










Requires Unity 2018.1.0 or higher.
Easy Cull is an advanced frustum culling system which is used to disable renderers that are not within the field of view of your camera.
This will drastically reduce the amount of draw calls and will greatly improve the performance of your project.

Typically you would adjust the culling distance with the camera's far clip plane.
But in most cases low far clip plane values will lead to visible assembling of e.g. your terrains.

Easy Cull however uses a so called 'culling sphere' appoach.
Only objects that are within the culling sphere AND within the camera's view frustum are visible.
The rest (e.g. terrain or ground) remains untouched.

Additional features:
- Objects can either instantly pop in/out or smoothly fade in/out (fading speeds are adjustable).
- All objects that should be culled are cached before the game starts.
- Define tags and layers for objects which you want to cull and let Easy Cull take care of them.
- Works with multiple cameras (3D only / no split-screen scenarios!).
- Decide if you want to cull renderers or even disable game objects.
- Supports both 3D and 2D scenarios.
- Includes full source code (C#) and documentation.
- Please note that custom shaders need to support "_Color" in their code!


需要Unity 2018.1.0或更高版本。
Easy Cull是一种先进的截锥剔除系统,用于禁用不在相机视野范围内的渲染器。
这将大大减少draw调用的数量,并将大大提高项目的性能。

通常你会用相机的远剪辑平面来调整剔除距离。
但在大多数情况下,较低的剪辑平面值将导致可见的组装,例如你的地形。

然而,Easy Cull使用了所谓的“剔除球体”方法。
只有剔除球内和相机视图截锥内的对象是可见的。
其余部分(如地形或地面)保持不变。

附加功能:
-对象可以立即弹出/弹出或平滑淡出(淡出速度是可调的)。
所有应该被剔除的对象在游戏开始前都会被缓存。
-定义标签和图层的对象,你想剔除,让容易剔除照顾他们。
-适用于多个摄像头(只有3D /没有分屏场景!)
-决定是否要剔除渲染器,甚至禁用游戏对象。
—支持3D和2D场景。
-包括完整的源代码(c#)和文档。
请注意,自定义着色器需要在他们的代码中支持“_Color”!





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