cg小白兔 发表于 2024-9-23 14:34:40

【编辑器】Flora 2.0 2.0.13场景植被批量化生成渲染系统

















Complete Instancing and Placement Solution
Flora is a robust and efficient instancing rendering system designed for Unity 2021.3 and later, enabling you to enhance environments with vast amounts of vegetation and instances without compromising performance.

Key Features
Terrain Support: Fully supports instancing terrain details and trees, ensuring smooth integration and batching with other instances. Background loading of terrain foliage using Burst jobs eliminates performance hitches.
Instance Painting: Easily paint instances on any mesh surface. Instances are grouped by a global grid and added as children of the surface, allowing for easy management. Populate your scenes with detailed vegetation and objects effortlessly.
Prefab Support: Manage and customize foliage-covered prefabs with ease. Create complex prefabs, such as overgrown buildings or detailed vegetation patches, to introduce variation into any scene.
Performance: Flora 2.0 is rebuilt with performance as the top priority. Features include zero frame GCAllocs, Burst optimized jobs for uploading and culling, a modern GPU resident scene, dual-phase culling, and on-demand GPU streaming to maintain high performance and low GPU memory usage in complex scenes.

Rendering and Performance
Pipeline Compatibility: Works with any render pipeline, including Built-in or custom.
Modern Indirect Rendering: Utilizes DX11, DX12, Vulkan, Metal, and modern console APIs.
Advanced GPU Scene Management: Employs a single buffer system, burst-mapped uploads, SOA layout, dynamically resizing buffers, and packed GPU transforms.
Full Terrain Support: Dynamically loads terrain detail and tree cells in the background using jobs.
Dual-Phase Culling: Combines Burst Jobs with GPU culling to reduce GPU load.
GPU Occlusion Culling: Implements an extremely performant Hi-Z occlusion system.
CPU Occlusion Culling: Supports Unity's baked occlusion system for lower-end platforms.
Dynamic Density: Adjust instance density dynamically based on distance with a customizable falloff.
Global Density: Adjust instance density for the entire scene with a single slider.
GPU Streaming: Dynamically streams instances to optimize GPU memory usage.
LOD Cross-Fade: Supports both animated and transition-based LODGroups with cross-fade. Materials dynamically switch between cross-fade and opaque variations.
Optimized Batching: Instances are batched by material, regardless of placement.
Shadow Optimization: Share shadow materials via mesh or global material, with customizable LOD bias and clamping.
Light Probe Support: Updates interpolated light probes per instance based on ambient lighting changes.
Advanced Culling: Implements true shadow silhouette and frustum culling to avoid rendering off-screen objects.

Instance Context and Tools
Easy Access: Toggle with Tab or scene view context.
Built-in Tools: Use standard tools (move, rotate, scale) on any instance or selection.
Painting Tools: Use brushes for placing, painting, erasing, filling, and scaling instances.
Placement Settings: Customize density, radius, scale/rotation randomization, and slope/height masks.
Intuitive UI: Modern overlay interface for seamless environment work.
Custom Shortcut Context: Ensures no conflicting shortcut keys.

Integration and Tools
Prefab Support: Paint and edit instances within your prefabs. Create an overgrown house prefab, and drop it in a scene.
Selection Support: Allows instance selection directly from the scene hierarchy.
Prefab Conversion: Convert prefabs to instances in the scene with two clicks.
ShaderGraph Integration: Automatic ShaderGraph patching with no modifications needed.
DOTS-Enabled Property System: Supports ShaderGraph hybrid properties, with property painting via the property painter tool or scripts.
Rendering Debugger: Full integration with SRP's rendering debugger. Debug scenes both in the editor and at runtime to see exactly what's happening in the renderer.

Management
Runtime Access: Add, remove, and query instances efficiently at runtime.
Prefab Proxies: Maintain prefab instances with colliders and scripts while still rendering with Flora.
Enableable Instances: Enable or disable any instance.
Spatial Hashing: Utilizes a global hierarchical grid system for efficient instance management.


完整的实例化和放置解决方案
Flora 是专为 Unity 2021.3 及更高版本设计的强大而高效的实例化渲染系统,可让您在不影响性能的情况下使用大量植被和实例来增强环境。

主要功能
支持地形: 完全支持地形细节和树木的实例化,确保与其他实例的平滑集成和批处理。使用 Burst 作业对地形叶片进行背景加载,可消除性能问题。
实例绘制 可在任何网格表面轻松绘制实例。实例由全局网格分组,并作为曲面的子网格添加,便于管理。轻松地在场景中填充细节丰富的植被和物体。
支持预制件: 轻松管理和定制覆盖植被的预制件。创建复杂的预制件,如杂草丛生的建筑物或细致的植被补丁,为任何场景引入变化。
性能 Flora 2.0 在重建时将性能作为重中之重。功能包括零帧 GCAllocs、用于上传和剔除的 Burst 优化作业、现代 GPU 驻留场景、双阶段剔除和按需 GPU 流,以便在复杂场景中保持高性能和较低的 GPU 内存使用率。

渲染和性能
管道兼容性: 可与任何渲染管道配合使用,包括内置或自定义管道。
现代间接渲染 利用 DX11、DX12、Vulkan、Metal 和现代控制台 API。
先进的 GPU 场景管理 采用单一缓冲系统、





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