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[插件资源] Vegetation Studio 1.0.0.0 - 地形植被的专用插件 |
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需要Unity 5.6.4或更高版本。 植被工作室是植被布置和渲染系统,旨在取代Unity地形组件中的标准树和细节系统。植被生成在一个灵活的规则的地形,并控制纹理和多边形面具。 使用现有的树木(SpeedTree,Tree Creator等),岩石和草地纹理。渲染是使用Unity新的Instancing和Instancing Indirect系统完成的。这意味着在剔除和处理GameObjects时没有开销。植被工作室应与大多数支持实例的植被着色器一起工作。 您创建一个参考您选择的树木和植物的植被套餐。配置产卵规则并将其应用于地形。相同的包可以在多个场景的地形上重新使用。对规则集所做的任何更改都将直接更新地形。 基于规则的植被手动涂漆系统第三方工具API运行时遮罩系统实例渲染基于规则的图层图生成触摸弯草和植物通用广告牌系统对撞机系统实时编辑器更新多地形/摄像机VR-Suppory等等。 对于全部功能,Vegetation Studio需要带有Shader Model 5.0的图形硬件。它可以在Shader Model 4.5上使用,并具有一些简化的功能。 Vegetation Studio is a vegetation placement and rendering system designed to replace the standard tree and detail system in the Unity terrain component. Vegetation is spawned on the terrain based on a flexible set of rules, and controlled with both texture and polygon masks. Use your existing trees (SpeedTree, Tree Creator etc.), rocks and grass textures. Rendering is done using Unitys new Instancing and Instancing Indirect system. This means no overhead on culling and handling GameObjects. Vegetation Studio should work with most vegetation shaders that support instancing. You create a Vegetation Package that references your selected trees and plants. Configure the spawn rules and apply this to a terrain. The same package can be re-used on terrains in multiple scenes. Any changes done to the rule set will update the terrain directly. Rule based vegetation Manual paining system API for 3rd party tools Run-time masking system Instanced rendering Rule based splat map generation Touch bend grass and plants Universal billboard system Collider system Real-time editor updates Multiple terrains/cameras VR-Suppory and much more. For full functionality Vegetation Studio requires graphics hardware with Shader Model 5.0 It can be used on Shader Model 4.5 with some reduced functionality.
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