【更新】Foliage Renderer 1.2树叶渲染器
The Foliage Renderer replaces Unity Terrain's Tree and Detail rendering with a faster, indirect rendering path.
Features:
- GPU based rendering, freeing up significant CPU time
- Cell based Streaming and Culling of terrain details
- GPU based Frustum Culling
- GPU based HI-Z Occlusion Culling in BiRP, HDRP & URP
- Supports up to 4 LODs per object with LOD Crossfade Support
- Supports LODs on Unity Terrain Details
- Support for Single Pass Stereo Rendering
- Ability to pass Height, Normal, and Albedo of terrain, as well as user defined per-terrain data to vegetation shaders.
- Custom shaders and shader code to allow conforming objects to the terrain
- Custom shaders and shader code to allow tinting objects with the terrain's albedo
- Can overload visible distance and shadow distance per object
- Can overload max LOD usage for faster shadow rendering
- Compressed data structures for faster processing and reduced memory usage
- Works with The Vegetation Engine shaders
- Includes it's own shader and stackables for Better Shaders, which supports albedo tint, conforming to the terrain, wind animation, and instancing support.
- Shader graph node for adding indirect instancing support to existing shaders
- Shader patcher to modify external 3rd party shaders
- One menu item selection to convert existing terrains to Foliage Renderer
- All source code included
树叶渲染器采用更快的间接渲染路径,取代了 Unity Terrain 的树木和细节渲染。
特点
- 基于 GPU 的渲染,节省大量 CPU 时间
- 基于单元格的地形细节流和剔除
- 基于 GPU 的地形剔除
- 在 BiRP、HDRP 和 URP 中基于 GPU 的 HI-Z 闭塞剔除
- 支持每个对象多达 4 个 LOD,并支持 LOD Crossfade
- 支持 Unity 地形细节上的 LOD
- 支持单通道立体渲染
- 可将地形的高度、法线和反照率以及用户定义的每个地形数据传递给植被着色器。
- 自定义着色器和着色器代码,使对象与地形相匹配
- 自定义着色器和着色器代码,允许使用地形的反照率为对象着色
- 可重载每个对象的可见距离和阴影距离
- 可重载最大 LOD 使用量,以加快阴影渲染速度
- 压缩数据结构可加快处理速度并减少内存使用量
- 可与植被引擎着色器配合使用
- 包含自己的着色器和可堆叠的更好的着色器,支持反照率着色、符合地形、风动画和实例化支持。
- 着色器图节点,用于为现有着色器添加间接实例化支持
- 着色器修补程序可修改外部第三方着色器
- 一个菜单项选择可将现有地形转换为叶面渲染器
- 包含所有源代码
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