Improve your scenes performance with a single click!
Draw Call Optimizer allows you to drastically reduce the amount of draw calls used in your scene and heavily increase your FPS without losing a lot of visual quality. This is done by combining multiple techniques like mesh combining and texture atlas mapping.
This tool was built because of the lack of tools out there which are easy to use and powerful at the same time.
- one-click solution (which can be modified but does not need to).
- supports texture repeat and offset
- supports mip-maps correctly
- supports the Standard shader (parallax, emission, diffuse, normal, specular, cutout, etc; without details)
- supports many mobile and legacy shaders
- supports all shader fields due to dynamic evaluation
- requires no lightmap UV recomputation (super-fast lightmap UV re-layouting)
- Automatically fixes missing lightmap UVs
- respects your colliders and merges them as well including simple colliders (boxes, capsules, …)
- fully supports classic render pipeline
- input textures and materials stay untouched (your project assets won’t be modified)
- NEW: Supports creation of multiple atlas maps for a single material
- Contains tools for image scaling and channel manipulation
- Keep your components on your optimized hierarchy
- Merge meshes larger than 64k vertices
- Configure your atlas mapping strategy, size, margin
- Discard texture channels during optimization
- Option to just run atlas map creation without combining meshes
- Contains source code
- Can be used as a package instead of being inside of your code
- Tested with Unity 2020.3 and higher
- Contains source code
- Includes 3D Collider Utility 2 - Merge and Combine
- BETA: URP and HDRP are supported as well but atlas shader graphs need to be adapted by hand (you need to replace texture samplers by a sub-graph (provided))
- BETA: Create atlas shaders automatically for your (simple) custom shaders.
一键提升场景性能!
Draw Call Optimizer 可大幅减少场景中的绘制调用次数,在不损失大量视觉质量的情况下大幅提高 FPS。这是通过结合网格组合和纹理图集映射等多种技术实现的。
之所以开发这款工具,是因为市面上缺少既简单易用又功能强大的工具。
- 一键式解决方案(可修改但无需修改)。
- 支持纹理重复和偏移
- 正确支持 mip 贴图
- 支持标准着色器(视差、发射、漫反射、法线、镜面、剪切等;无细节说明)
- 支持许多移动和传统着色器
- 通过动态评估,支持所有着色器字段
- 无需重新计算光贴图 UV(超快光贴图 UV 重新布局)
- 自动修复丢失的光贴图 UV
- 尊重你的对撞器并将它们合并,包括简单的对撞器(盒、胶囊......)。
- 完全支持经典渲染管道
- 输入的纹理和材质保持不变(不会修改项目资产)
- 新功能:支持为单一材质创建多个图集贴图
- 包含图像缩放和通道处理工具
- 将组件保留在优化的层次结构中
- 合并大于 64k 顶点的网格
- 配置您的图集贴图策略、大小和余量
- 在优化过程中丢弃纹理通道
- 可选择只运行图集贴图创建而不合并网格
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