Massive Vegetation
GraphicDNA
$19.90
$39.90
50%OFF
Date |
Price |
---|---|
日期和时间 |
价钱($) |
07/17(2018) |
69.9 |
07/19(2018) |
59.9 |
07/26(2018) |
29.9 |
08/10(2018) |
59.9 |
08/15(2018) |
39.9 |
10/08(2018) |
19.9 |
11/23(2024) |
19.9 |
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Massive Vegetation is a fully featured, ultra high performance system that allows rendering millions of trees or plants in real time, even with low to mid-range hardware. The creation tools included are extremely quick and user friendly, and allow creating huge amounts of billboards in a matter of seconds.
Features:
-Ultra-high-performance billboard rendering system
- Visual editing tools, integrated in Unity’s Editor
- Support for hundreds, thousands or millions of billboards in your real-time scenes
- Fully compatible with the Unity’s built-in Sprite Editor
- Manual or automatic creation mode
- Full local control of billboard’s position, size and rendering parameters
- Automatic planting of billboards on the ground
- Automatic randomization of size, type and billboard flipping, to create more natural environments
- Fully compatible with Unity’s forward rendering pipeline, including dynamic shadows, multiple lights and fog
- Complex lighting and transparency algorithms, including Alpha To Coverage, Ambient Occlusion and Spherical Harmonics.
- Automatic Frustum and Distance culling to dramatically improve performance, and allow creating huge, open-world environments
- Wind Animation included
- Includes several Sprite Sheets with ready-to-use trees, grass and plants
- Automatic creation of Colliders, to add physics collisions to trees and plants
- Full source code included
Pending Features:
- By now, it only works with the Forward Rendering Pipeline
- Untested with baked lighting
The starting point of Massive Vegetation is a component you add to any game GameObject. It takes care of creating, configuring and rendering Billboards for you, according to the parameters you provide. Also, the custom editors provided perfectly integrate with Unity’s built-in editor so you can manually create things manually, or fine tune everything.
Because Massive Vegetation (from now MV) is based on Billboards or impostors, it’s especially suitable for scenes where a huge amount of trees/plants are needed or when performance is a critic factor.
Although it’s indeed possible to get very appealing visual results, MV is not designed to provide high-fidelity, close-up images of trees. In such scenarios, a 3D representation would probably do better than billboards. But again, if the amount of elements is too high or if performance is your top priority, Massive Vegetation is the way to go.