Mirage Pro - Runtime Impostors Baking System
Léo Chaumartin
$35.00
$70.00
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Mirage Pro is an enhanced version of Mirage, offering Runtime baking on top of the existing impostor management, from baking to rendering with automatic LOD Group setup.Compatibility:BiRP 2022.3 or higherURP 2021.3 or higherHDRP not officially compatible, but you can render impostors baked from another project in an HDRP project (1 baked impostor is exactly 1 self-packed prefab file).EXCLUSIVE DISCOUNT - Mirage Pro Users get 10$ OFF AutoLODBoth Assets are included in the Ultimate Optimization Bundle and work in symbiosis to provide an unmatched optimization ecosystem.WebGL DemoIntroducing Mirage Pro - Runtime Impostors Baking UnlockedMirage Pro is the next step in the Mirage ecosystem.Everything you know from Mirage - the versatility, the ease of use, the performance gains - now extended with true runtime baking, opening the door to dynamic worlds where impostors can be generated on the fly.Whether you’re building massive procedural environments, streaming worlds, or dynamic simulations, Mirage Pro gives you the ability to bake impostors at runtime, entirely through C#.Everything from Mirage, plus moreMirage Pro inherits the entire feature set of the base Mirage package:Reduce triangles and draw calls by orders of magnitude with a single impostor.Massive FPS gains (up to 10× on dense scenes).Works on any platformThe most versatile impostor system available:Works on any Unity version after 2021.3Works with BiRP and URPWorks with any shaderMulti-object baking into a single impostor.Smooth or sharp interpolation modes.VR-ready, stereo/instancing compatible.Two lighting modes (surface estimation or baked lighting).Lightweight, dependency-free, non-intrusive.FAQ — Mirage Pro SpecificCan I bake impostors at Runtime?Yes. Mirage Pro includes a dedicated Runtime Baking Engine capable of generating impostors in builds environment.Does runtime baking work on all platforms?As long as the platform supports RenderTextures and standard Unity shaders, Mirage Pro works out of the box, just like Mirage.Is the runtime baker fast enough for gameplay?Impostor baking takes between 0.5 to several seconds per impostor for now, but we are working on a coroutine-based baking that will be non blocking and to adapted for .Can I combine runtime and editor baking?Absolutely. Bake static content in the editor and generate impostors for dynamic or procedural objects during gameplay.Is Mirage Pro compatible with AutoLOD?Yes, they both gravitate around the native LODGroup component. You can add either missing LODs or an Impostor from the LODGroup contextual menu.I already have Mirage imported in my project. Is it safe to upgrade?Yes. Mirage Pro will be seen as a completely separate package to avoid any conflict. There are a few redundant files so we recommend to have either Mirage or Mirage Pro to avoid unnecessary duplicate files.Online DocumentationIf you need help or want more information, our Discord server is open to anyone.You can also contact us via email: contact@leochaumartin.comImpostors Atlases are stored in DXT Compressed files for minimal memory usageSince DXT is not compatible with all platforms, you can still use the Impostor Optimizer (included) to use any other RGB(A) format.The MirageProCoreHelper.hlsl and MirageProGeometryHelper.hlsl hold the pipeline/platform agnostic code to resolve the impostor geometry. Feel free to make you own shader based on these. You can use the provided unlit Shaders as minimal examples.100% of the source code is included