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Frustum Culling 系列索引:
Frustum Culling 1.2.2 下载链接
Frustum Culling 2.0 下载链接
GET IN A BUNDLE
This asset is part of the Mega Tools Collection. Get 5 different assets while saving money.
WHY USE FRUSTUM CULLING?
Sometimes, depending on your game, you may have CPU intensive game objects that are affecting the performance although they may not be needed. To remedy this, we disable these game objects whenever they are out of view (or distance) and then re-enable them when back in view. A puzzle/interactable script that is making heavy calculations and validations every frame, for example, may not need to run when the player isn't looking. Disabling these out of view components can improve the framerate of your game dramatically.
SUPPORTED VIEWS
Fully supports 3D (first & third person camera) as well as 2D including 2.5D camera view.
RENDERING PIPELINES
This package works on all rendering pipelines (Built-in, URP & HDRP) but the demos are made for Built-in and URP.
DYNAMIC OBJECTS
Frustum Culling works on dynamic game objects. Even those generated at runtime.
DISTANCE CULLING
You can also, optionally, disable game objects based on the distance of the camera, as well as the view.
HOW IS THIS DIFFERENT FROM UNITY'S SOLUTION?
Unity performs Frustum Culling on static objects by default under Occlusion Culling. You need a custom solution, however, to completely disable the game object as Unity's solution merely disables the mesh renderer. Using our tool, you can disable a game object in its entirety and thus save even more on performance than standard Unity solutions would allow. On the other hand, it is recommended to not use it on one’s entire world.
DOCUMENTATION
The package comes with documentation and fully commented source code as well as a demo for Built-in and URP to help give you a running start.
打包获取
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为什么要使用缩放?
有时,根据您的游戏情况,您可能会有CPU密集型的游戏对象,虽然这些对象可能并不需要,但却会影响性能。为了解决这个问题,我们会在这些游戏对象离开视角(或距离)时禁用它们,然后在它们回到视角时重新启用。例如,每帧都要进行大量计算和验证的谜题/可交互脚本可能不需要在玩家不注意的时候运行。禁用这些视图外组件可以显著提高游戏帧率。
支持的视图
完全支持三维(第一和第三人称摄像头)和二维(包括 2.5D 摄像头视图)。
渲染管道
此软件包适用于所有渲染管道(内置、URP 和 HDRP),但演示是针对内置和 URP 制作的。
动态对象
Frustum Culling 可用于动态游戏对象。甚至包括运行时生成的对象。
距离剔除
您还可以选择根据摄像机和视图的距离来禁用游戏对象。
这与 Unity 的解决方案有何不同?
Unity 默认在 “遮蔽剔除”(Occlusion Culling)下对静态对象执行 “距离剔除”(Frustum Culling)。不过,您需要自定义解决方案才能完全禁用游戏对象,因为 Unity 的解决方案只是禁用网格渲染器。使用我们的工具,您可以完全禁用游戏对象,从而节省比标准单元更多的性能。
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