Mesh Baker系列索引:
Mesh Baker LOD 1.4 下载链接
Mesh Baker 2 2.11.6 下载链接
Mesh Baker 3.3 下载链接
Mesh Baker 3.6.1 下载链接
Mesh Baker 3.7.2 下载链接
Mesh Baker 3.10.2 下载链接
Mesh Baker 3.13.1 下载链接
Mesh Baker 3.19 下载链接
Mesh Baker 3.24.0 下载链接
Mesh Baker 3.24.1 下载链接
Mesh Baker 3.24.2 下载链接
Mesh Baker 3.25.0 下载链接
Mesh Baker 3.26.0 下载链接
Mesh Baker 3.26.2 下载链接 Mesh Baker 3.27.3 下载链接
Mesh Baker 3.28.1 下载链接 If you care about performance… combine meshes, combine meshes, combine meshes! The Asset Store is full of great models to use in your scene, but each of those models generates its own draw call, unless they use the same material. Mesh Baker can combine multiple meshes together, as well as combine the materials on those meshes into a single combined material (including building atlases. See FAQfor explanation of atlases). Mesh Baker can also modify multiple meshes (adjust UVs) so that they can share a material for static/dynamic batching. - Objects to be combined do not need the same material or even the same shader
- Works with any shader
- Texture atlases are automatically generated
- UVs, Normals & Tangents automatically adjusted
- Tiled textures can have tiling baked
- Only parts of source textures (atlases) used by source meshes are copied to the target atlas
- Can map multiple materials to a combined mesh with multiple materials
- Can create and swap parts of skinned meshes at runtime. Change clothing, add wounds, add armor.
- Can combine many SkinnedMeshRenderers and MeshRenderers into a single SkinnedMeshRenderer
- Combine BlendShapes
- Animations on bones remain intact
- Can customize SkinnedMeshRenerers by adding MeshRenderer objects (hats, glasses, weapons)
- Can preserve lightmapping on source objects
- Can generate lightmapping UVs so the combined mesh can be lightmapped
- Control over which channels in the combined mesh are generated
- Non-destructive workflow. Does not touch source assets (creates new combined mesh and texture atlases)
- If objects to combine exceed 64k vertices can bake into multiple combined meshes.
- Choose between three different texture packers
- No scripting required
- Easy to integrate into existing workflow
- Adjust meshes and prefabs so they can share a material (take advantage of static/dynamic batching)
- Clustering tools to easily group meshes that are close in a large scene
- Robust, fast, mature, documented API with examples:
- Bake materials and meshes at runtime
- Runtime add, delete and update objects in a combined mesh
- Use the API in the editor to integrate Mesh Baker into your workflow
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