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[编辑器/功能拓展] GPU Instancer 0.8.3

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发表于 2023-7-25 15:49:20 | 显示全部楼层 |阅读模式








This extension requires one license per seat

Requires Unity 5.6.5 or higher.
Download Demo Builds (PC, VR, Mac, Android)

Support Forum | Benchmarks | Tutorial Videos

GPU Instancer is an out of the box solution to display extreme numbers of objects on screen with high performance. With a few mouse clicks, you can instance your prefabs and Unity terrain details.

GPU Instancer provides user friendly tools to allow everyone to use Indirect GPU Instancing without having to go through the deep learning curve of Compute Shaders and GPU infrastructure. Also, an API with extensive documentation is provided to manage runtime changes.

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Features
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- Out of the box solution for complex GPU Instancing.
- VR compatible. Works with both single pass and multipass rendering modes.
- Easy to use interface.
- Tens of thousands of objects rendered lightning fast in a single draw call.
- GPU frustum culling.
- GPU occlusion culling (non-VR platforms only).
- Automatically configured custom shader support
- Complex hierarchies of prefabs instanced with a single click.
- Multiple sub-meshes support.
- LOD Groups support.
- Shadows casting and receiving support for instances (frustum culled instances still can cast shadows).
- Unity 5.6 support.
- Well documented API for procedural scenes and runtime modifications (examples included).
- Example scenes that showcase GPU Instancer capabilities.
- Map Magic integration.

Prefab Instancing Features:
- Ability to automatically instance prefabs at your scene that you distribute with your favorite prefab painting tool.
- Area localized rigidbody and physics support.
- Instance based material variations through API (similar to Material Property Blocks).
- Enabling and disabling instancing at runtime per instance basis.
- API to manage instanced prefabs at runtime.

Detail Instancing Features:
- Dense grass fields and vegetation with very high frame rates.
- Included vegetation shader with wind, shadows, AO, billboarding and various other properties.
- Support for custom shaders and materials.
- Cross quadding support: automatically turns grass textures to crossed quads.
- Ability to paint prefabs with custom materials on Unity terrain (with Unity terrain tools).
- Ability to use prefabs with LOD Groups on Unity terrain.
- Further performance improvements with automatic spatial partitioning.
- API to manage instanced terrain detail prototypes at runtime (examples included).
- Editor GPU Instancing simulation.

Planned Features:
- SpeedTree and Tree Creator support.
- Support for animation baking and skinned mesh renderers.

Requirements:
- DirectX 11 or DirectX 12 and Shader Model 5.0 GPU (Windows, Windows Store)
- Metal (macOS, iOS)
- OpenGL Core 4.3 (Windows, Linux)
- Vulkan (Android, Windows, Linux)
- OpenGL ES 3.1 (Android 8.0 Oreo or later)
- Modern Consoles (PS4, Xbox One)

To provide the fastest possible performance, GPU Instancer utilizes Indirect GPU Instancing using Unity's DrawMeshInstancedIndirect method and Compute Shaders.

GPU Instancing results in magnitudes of performance improvement over static batching and mesh combining. Also, other available solutions for GPU Instancing (including Unity's material option and the DrawMeshInstanced method) fail short on limited buffer sizes and therefore result in more draw calls and less performance. By using the indirect method GPU Instancer aims to provide the ultimate solution for this, and increases performance considerably while rendering the same mesh multiple times.


此扩展需要每个座位一个许可证

需要Unity 5.6.5或更高版本。
下载演示版本(PC, VR, Mac, Android)

支持论坛|基准测试|教程视频

GPU Instancer是一个开箱即用的解决方案,可以在屏幕上以高性能显示极端数量的对象。只需点击几下鼠标,你就可以创建预制件和Unity地形细节。

GPU Instancer提供了用户友好的工具,让每个人都可以使用间接GPU实例化,而不必通过计算着色器和GPU基础设施的深度学习曲线。此外,还提供了带有大量文档的API来管理运行时更改。

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特性
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-针对复杂GPU实例化的开箱即用解决方案。
- VR兼容。适用于单通道和多通道渲染模式。
-易于使用的界面。
-数以万计的物体呈现闪电般的速度在一个单一的draw call。
- GPU截锥体剔除。
- GPU遮挡剔除(非vr平台)。
-自动配置自定义着色器支持
-预制件的复杂层次结构,只需单击一次即可实例化。
-支持多个子网格。
—LOD组支持。
-阴影投射和接收实例的支持(截锥体剔除的实例仍然可以投射阴影)
-支持Unity 5.6。
-程序场景和运行时修改的良好文档API(包括示例)。
-展示GPU Instancer功能的示例场景。
-地图魔术集成。

预制实例化功能:
-能够自动实例预制件在您的场景,您分发与您最喜欢的预制件绘画工具。
-区域本地化刚体和物理支持。
-通过API实现基于实例的材质变化(类似于材质属性块)。
-在运行时按实例启用和禁用实例化。
-在运行时管理实例预制的API。

详细实例化功能:
-密集的草地和植被与非常高的帧率。
-包括植被着色与风,阴影,AO,广告牌和各种其他属性。
-支持自定义着色器和材料。
交叉四边形支持:自动将草地纹理转换为交叉四边形。
-能够在Unity地形上使用自定义材料绘制预制件(使用Unity地形工具)。
-能够在统一地形上使用LOD组预制件。
-通过自动空间分区进一步提高性能。
在运行时管理实例化地形细节原型的API(包括示例)
-编辑器GPU实例化仿真。

计划的特点:
- SpeedTree和Tree Creator支持。
-支持动画烘焙和蒙皮网格渲染器。

要求:
- DirectX 11或DirectX 12和Shader Model 5.0 GPU (Windows, Windows Store)
- Metal (macOS, iOS)
- OpenGL Core 4.3 (Windows, Linux)
- Vulkan (Android, Windows, Linux)
- OpenGL ES 3.1 (Android 8.0 Oreo或更高版本)
-现代主机(PS4, Xbox One)

为了提供最快的性能,GPU Instancer使用Unity的DrawMeshInstancedIndirect方法和Compute Shaders来使用间接GPU实例化。

与静态批处理和网格合并相比,GPU实例化带来了巨大的性能提升。此外,其他可用的GPU实例化解决方案(包括Unity的材质选项和drawmeshinstancedmethod)在有限的缓冲区大小上失败,因此导致更多的绘制调用和更低的性能。通过使用间接方法,GPU Instancer旨在为这一问题提供最终解决方案,并在多次渲染相同网格时大幅提高性能。






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