Draw Call Optimizer - Just One Click [Demo]
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02/01(2022) |
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02/01(2022) |
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11/18(2024) |
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Draw Call Optimizer allows you to drastically reduce the amount of draw calls used in your scene and heavily increase your FPS without losing a lot of visual quality.Our code is written in C# 7.2 and Unity 2020.3Improve your scenes performance with a single click!Draw Call Optimizer allows you to drastically reduce the amount of draw calls used in your scene and heavily increase your FPS without losing a lot of visual quality. This is done by combining multiple techniques like mesh combining and texture atlas mapping.This tool was built because of the lack of tools out there which are easy to use and powerful at the same time.This is a demo version. Full version can be bought here.- one-click solution (which can be modified but does not need to).- supports texture repeat and offset- supports mip-maps correctly- supports the Standard shader (parallax, emission, diffuse, normal, specular, cutout, etc; without details) DEMO includes just Standard Specular- supports many mobile and legacy shaders DEMO includes Diffuse Bumped and Mobile Diffuse Bumped- supports all shader fields due to dynamic evaluation- requires no lightmap UV recomputation (super-fast lightmap UV re-layouting)**- Automatically fixes missing lightmap UVs*- respects your colliders and merges them as well including simple colliders (boxes, capsules, …)*- fully supports classic render pipeline**- input textures and materials stay untouched (your project assets won’t be modified)- NEW: Supports creation of multiple atlas maps for a single material- Contains tools for image scaling and channel manipulation*- Keep your components on your optimized hierarchy*- Merge meshes larger than 64k vertices*- Configure your atlas mapping strategy, size, margin* DEMO limited to 1024 atlas texture sizes- Support Unity versions starting from 2020.3*- Discard texture channels during optimization*- Contains source code*- Can be used as a package instead of being inside of your code*- BETA: URP and HDRP are supported as well but atlas shader graphs need to be adapted by hand (you need to replace texture samplers by a sub-graph (provided))*- BETA: Create atlas shaders automatically for your (simple) custom shaders.** Feature missing in demo** Feature limited in demoWorks on Desktop and Mobile.Asset uses MeshSimplifier and MIComplexHull under MIT license (unrestricted commercial use); see license.txt file in package for details. These assets are just required in Editor but not for builds.Combines multiple techniques like mesh combining and texture atlas mapping.