Imposter System - Optimization
STARasGAMES
$50.00
Date |
Price |
---|---|
日期和时间 |
价钱($) |
03/25(2018) |
50.0 |
11/27(2018) |
25.0 |
12/11(2018) |
50.0 |
12/02(2019) |
25.0 |
12/15(2019) |
50.0 |
12/16(2020) |
35.0 |
01/08(2021) |
50.0 |
11/17(2024) |
50.0 |
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***OBSOLETE***
New version is available on the Asset Store
Tested with unity 5.3.5, 5.6, 2017.x, 2018.x, 2019.1
***Does NOT work with SRPs (both HDRP and URP are not supported, for now)***
Dramatically reduces the number of polygons and drawcalls in your scene by converting 3D objects into 2D sprites(imposters) at runtime without any preprocessing.
Imposters are very similar to billboards, but imposters look exactly like original objects, while billboards are noticeably different.
System combines imposters in one mesh, so they will be drawn in one drawcall!
Source code included.
Unique features:
- Multiple cameras support (VR - visit forum!)
- Working with non-static objects
- Load distribution (no freezes)
- Powerful LOD system
- Runtime atlasing & mesh combining
- Smooth imposters transition (fading)
Other features:
- Fully REALTIME system
- Simple setup
- Increases 20x FPS
- Imposter Shadow Casting (new)
Contact: doterpoter@gmail.com
Forum
Docs
v1.2.2
- added support for unity 2017.x, 2018.x, 2019.1
v1.2.1
- fix Profiling namepsace
v1.2
Important:
- asset name changed to 'Imposter System'
- a lot of code was refactored, that's why there might be problems with upgrading to new version of asset
In docs you can find steps to upgrade from old BillboardSystem
- Imposter Shadow Casting - new feature
- improved imposter fading: now based on pixel screen position
- UpdateBehavior of imposters
Fixes:
- critical internal bugs are fixed
- fixed shadow distance when render shadows to imposter texture
- deleting mesh when deleting atlas
- deleting atlas when it is empty
- deleting BillboadTexture when atlas is deleted
- max atlas resolution up to 4096
- fix example scenes and new UI settings
- casting shadow from 3D objects that are behind camera [https://forum.unity.com/threads/released-billboard-system-optimization.426478/page-3#post-3371826]
- shader problem: when camera is above billboard it makes billboard to rotate [https://forum.unity.com/threads/released-billboard-system-optimization.426478/page-3#post-3371826]
v1.1.5
- fixed probem with shaders in build via replacing 'BillboardSyste/Shaders' folder to 'BillboardSystem/Resources/Shaders'
- rename 'BillboardHandler' to 'BillboardsHandler'
- changed BillboardsHandler.fadeTime default value from 0.5 to 0.2 and range from (0.1, 3) to (0.05, 1)
- added automatic disabling 'allowHDR' on billboardCamera for Unity 5.6 or newer
- removed TextureController from BillboardsHandler
- add field BillboardsHandler.disableBillboardsUpdating
- changed name and logic of BillboardController.errorScreenSize to 'errorDistance'
- add queue type 'SortedByScreenSize'
- optimized algorithm of creating billboards mesh
- fixed preload factor for VR projects
v1.1
- source code included
- fast billboardController setup
- autoupdate by time
- day/night cicle support
- dynamic billboards logic were fixed
- editor bug fixes
v1.0
- billboards fading
- fixed logic of dynamic billboards
v0.4
- Water reflection optimized with Billboard System
- VR support and additional VR optimization
- Dynamic light support
- Dynamic objects support
- New fast shader with internal mesh combining
- Bug fixes