For our project we baked the lighting into the meshes' texture atlases with an external application and they were rendered using an unlit shader. Shadows were all faked with simple blob shadows.īeyond that it depends on how much you can see on screen. Breaking meshes up into smaller chunks (like 32x32x32 voxels) rather than an entire mesh may help with frustum culling. You might also consider using a reduced resolution on mobile devices rather than trying to significantly change the rendering. The vertex count can continue to be a problem, but you may be able to keep the framerate playable.įor our project UV Mapping was usually left as the base output from Qubicle, seams and all. Auto-uv in other applications or hand UVing by the artists usually resulted in UVs that weren’t pixel edge prefect and resulted blurry textures, so I outright nixed that. Generally vertex count wasn’t the issue we were running into, especially since we didn’t use any shadows, though we did have doubled vertex counts on all characters due to a shell outline, this was never the bottleneck.Īs for the solution to your problem, it’s just a matter of picking your poison.įor some rare cases I hand unwrapped some objects. Texture atlases usually mean seams and doubled/tripled vertices on the hard edges. You’re saving vertex count on the flat faces if you have color changes at the cost of extra ones on the edge.Ī texture swatch is the opposite, just a list of colors in a texture. This has the benefit of not needing a UV seam on the corners and edges of geometry, assuming the voxel is a single color on all sides, but means a lot of additional geometry on flat faces. With some manual work you can roughly get the best of both worlds with a texture atlas by trying to merge as many of the seams as you can, but there’s only so much you can do. Add support for realtime raytracing (will need Unity 2022.That’s why I suggested using shadow specific copies of the mesh, since you don’t need the color data there, and thus no UVs or hard edged normals, you can ensure there are no seams.Voxel Graveyard Assets for games entirely for FREE!ĭonators will be REWARDED with a Template Project for UNITY and UNREAL ENGINE 4! At some point some edges must be duplicated or worse if you have a change in color.If (contextCount > 16) throw new InvalidOperationException(string.Format("Too many contexts that use particle data > 16", contextCount)) The modification is in the file line 400 : I made a fork of the Visual Effect Graph to be able to use more than 16 contexts since it's not possible to use per-particle sub-mesh mask. zip file is created: it contains all the chunks data.Ĭustom version of Visual Effect Graph 12.1.7 This conversion step is very quick and it convert your files into different chunks with 3 levels of details. You need to convert first your vox file at the runtime. It support also world regions of MagicaVoxel so you can import world bigger than 126^3. No mesh is created, so the import process for huge world is very quick ! All voxels are particles rendered on the GPU. VoxToVFX allows you to import a MagicaVoxel project into Unity using the new VFX Graph. Enable Eperimental Operators/Blocks (Edit > Preferences > Visual Effects).
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