- Lightweight
- Easy to use
- Integrates seamlessly into all Unity versions
- Automated import post-processing workflow
- Supports realtime shadows, screenspace- & non ss-reflections
- Maximum degree of controll over per-scene LOD Distances, per-instance LOD Ratio and per-qualityLevel LOD Bias
- out-of-frustum reduction
- optional per-instance culling
- per-scene Linear || Squared Falloffs
LOD Switcher is an easy to use lightweight LOD solution. Model-asset post-processing, global as well as local control over switch distances result not only in a straight-forward workflow but also a maximum degree of controll over each scene and if required instance. Well documented, non blackBoxed code allow the easy integration into any project and simple modification to adjust to any asset pipeline.
Note that I currently do not support skinned meshes.
There are also still a few hickups of the LODs not visually updating inside the Editor(scene-mode); everything is working perfectly in game-mode though.
Those items are on my ToDo list.
ReadMe
Demo 0
This demo let's you observe the LOD switching from the "outside". A camera attached to a randomly wandering AI serves to visualize the process.
Demo 1
This demo uses a standard first-person setup automatically utilizing the MainCamera attached to "you".