Category Archives: Assets

Advanced Merger Toolkit

Advanced Merger Toolkit

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http://u3d.as/1k1d

A powerful, easy to use, non-destructive Mesh and Material Merger Tool.

This tool makes it possible to combine groups of objects into a single or small groups of objects in order to improve the performance of your games without sacrificing your workflow.
It also allows for the creation of merged LODs by re-using already existing LODs from the original objects, and controlling the percentage of objects included in each LOD and minimum size each object needs to have for each LOD.

Features:
– Merge groups of objects with the same materials into one single object;
– Merge groups of objects with different materials into a single object with a single material;
– Non-destructive workflow (easily go back and forth between the original and merged objects, for a single or multiple Merger groups in the scene)
– LOD Generation with control over percentage of meshes and minimum size per object per LOD;
– Include/exclude specific materials from LODs;
– Material merge specific groups of objects with specific materials into their own merged object (e.g. Separate objects for Standard Opaque and Standard Cut-Off);
– Share merged materials between different LODs;
– Easy and powerful texture and material setup for Material Merger with scriptable objects;
– Re-use already baked lightmaps used by the original objects for the new merged objects;
– Re-position UV2 Lightmap UVs so they do not overlap (for use with baked lightmaps);
– No coding required when using in the Editor;
– Run-time support;
– Generate cloned colliders from original objects;
– Perform Merger to every Merger group in the scene with one click;
– Switch between the originals and merged objects of all Merger groups in the scene with one click;
– Prefab creation and save all merged meshes/materials/textures inside a given project folder;
– Preview merged statistic results before performing merge generation.
– Full source code.

Supports:
– GameObjects with or without LODGroup component (Will use original object’s LODs for the merged LODs);
– Tiled/Offset/Scaled Materials;
– Multiple Materials per object;
– Substances (Unity 2017, Editor only, not at run-time );
– Color multipliers in materials can be applied to textures in merged materials;
– Unity 2017/2018 (Tested all version from 2017.1 to 2018.2);
– Default Renderer, HDRP and LWRP;
– Any Shader. Keywords can be enabled when using Material Merger.

Results:
– Massive draw call reduction;
– Reduced number of shadow casters;
– Improved performance on both the CPU and GPU;
– Improved realtime lightmap results (especially for modular scenes);
– LODs are treated for the group as a whole instead of per object;
– Easy to work with and to change objects even after merging them.
– Slightly higher memory usage due to extra meshes and textures;

Current Limitations (Will be resolved in future updates):
– No Substance support for Unity 2018;
– No Run-time Substance support (Works just in editor);
– No support for UVs outside of [0,1] space;
– No skinned meshes support.

Roadmap:
– Merge groups of objects using a grid (Great for large modular zones);
– Share same merged material across multiple Merger groups (Even less draw calls);
– Support for UVs outside of [0,1] space;
– Include custom components;
– Skinned meshes;
– Run-time Substance support.
– Substance support in Unity 2018+;
– Keep raw GameObjects active with their renderers and LODGroups disabled in order to keep custom components.

Possible features for future versions:
– Automatic Mesh polycount reduction;
– Add objects to already merged objects efficiently at run-time;

Video Demonstration (missing some of the latest features):

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First Person View 2.1

First Person View 2.1

FPV2_3

Introduction

First Person View is an asset that allows you to have a First Person Perspective where first person objects do not clip through the environment, have a separate field of view from the environment and can receive shadows from the environment.

Features

Game Features

  • ­ First Person View models don’t clip through the environment
  • ­ First Person View models receive shadows from the environment
  • ­ Independent Field-of-View between First Person View and the World View

Script Features

  • ­ Ability to automatically change between World View + First Person View and World View only. (useful when the player interacts with the environment)
  • ­ Ability to assign and remove objects to/from the First Person View perspective
  • ­ Automatic Layer assignment for First Person Objects. It preserves original layers when changing the objects back to World View
  • Transform a point and/or direction from First Person View to World View

First Person View 2.1 Update

  • Added partial support for temporal camera effects (TAA for example)
  • Fixed how the Depth Normals Texture is rendered for FPV objects
  • Added support for FPV objects to cast correct shadows onto the environment
  • Added support for Forward Shaders and Forward Rendering

 

  • Removed First Person View Layer requirement. It’s no longer needed and should be done on a per project basis.
  • Removed FPV V1 solution (Multi-Camera solution), because it does not work with Unity anymore. V2 is a superior version and much more efficient.

Known Issues

As of now, the only limitations of this system are:

  • ­Shadows/light are still stretched on FPV objects
  • Motion Vectors are partially supported. It “resets” the buffer, but in my tests i don’t see any issue. Contact me if any issues occur.

Get First Person View 2.1

http://u3d.as/xzu

Check the forums for feedback and questions: http://forum.unity3d.com/threads/first-person-view-2-0-no-clipping-environment-shadow-support-and-independent-fov.356711/#post-2730899

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