脚本/功能 【更新】Impostor Graph 1.1.7 URP/HDRP游戏渲染优化工具

Unity插件信息
插件名称: Impostor Graph
插件官网: https://assetstore.unity.com/packages/tools/utilities/impostor-graph-251230
版本: 1.1.7
解压密码:
素材类型: 脚本/功能
























The Impostor Graph is a tool that allows users to create custom impostors for real-time rendering of distant objects. It enables users to build a graph of nodes that output texture atlases, materials, meshes, or other custom data, providing complete control over the impostor building process.

What is the purpose of impostors, and in which scenarios can you see the biggest benefits of this technique?
Typically, open-world games have huge, open areas that can be seen from far away, resulting in an extreme number of triangles on the screen. Usually, because of the distance, those triangles only occupy a small number of pixels, resulting in redundant vertex shader costs. Impostors allow for a tremendous reduction in triangle count by having pre-baked geometry in textures.

What sets this impostor solution apart from others?
This solution is designed to integrate seamlessly with existing Unity UX and technology, such as SRP/Shader Graph
It uses Octahedral Impostors, which manage to retain quality close to the original geometry.
It is highly customizable, including the build process and rendering through Shader Graph.
Depth offset support in HDRP.
Shadow support.
Can I customize the impostor baking process?

Yes, this package allows for customizing the impostor baking process using graphs, which allows for a huge variety of customization. The package uses NodeGraphProcessor for the graphs.

Does it work with SRP?
Yes, it works with both URP/HDRP and potentially with custom RP.
Does it work with the Built-in Render Pipeline?
No, it does not currently work with the Built-in Render Pipeline, but this may change in the future if there is a need.


仿真图是一款允许用户创建自定义仿真图的工具,用于实时渲染远处的物体。它使用户能够构建一个节点图,输出纹理图集、材质、网格或其他自定义数据,对冒牌货的构建过程进行完全控制。

冒牌货的目的是什么?在哪些场景中可以看到这种技术的最大优势?
通常情况下,开放世界游戏有巨大的开放区域,从很远的地方就能看到,因此屏幕上的三角形数量极多。通常情况下,由于距离较远,这些三角形只占用少量像素,从而导致顶点着色器成本冗余。冒牌货通过在纹理中预制几何图形,大大减少了三角形数量。

是什么让这个冒牌货解决方案与众不同?
该解决方案旨在与现有的 Unity 用户体验和技术(如 SRP/着色器图形)无缝集成
它使用八面体仿真器,能够保持接近原始几何体的质量。
可高度自定义,包括构建过程和通过着色器图形进行渲染。
在 HDRP 中支持深度偏移。
支持阴影
能否自定义冒牌货的制作过程?

可以,该软件包允许使用图形自定义冒牌货烘焙过程,从而实现大量自定义功能。该软件包使用 NodeGraphProcessor 生成图形。

它与 SRP 兼容吗?
是的,它既能与 URP/HDRP 一起使用,也可能与自定义 RP 一起使用。
用户





作者 cg小白兔 发表于 2024-10-12 15:00:22
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