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If you care about performance… combine meshes, combine meshes, combine meshes! Mesh Baker is the ultimate mesh-combine tool, combining many meshes into one big mesh, as well as combining the textures on those objects into texture atlases.
- Objects to be combined do not need the same material or even the same shader
- Works with any shader
- Texture atlases are automatically generated
- Includes its own texture packer
- UVs, Normals Tangents automatically adjusted
- Tiled textures can have tiling baked
- Can map multiple materials to a combined mesh with multiple materials
- Can combine many SkinnedMeshRenderers and MeshRenderers into a single SkinnedMeshRenderer
- Animations on bones remain intact
- Can customize SkinnedMeshRenerers by adding MeshRenderer objects (hats, glasses, weapons)
- Does not touch source assets (creates new combined mesh and texture atlases)
- Lightmapping on combined objects can be preserved
- Can generate lightmapping UVs
- Can control which channels are generated in combined mesh
- No scripting required
- Works with unity3d Indy (free) version
- Learn to use in five minutes or less
- Easy to integrate into existing workflow
- Adjust meshes so they can share a material (take advantage of static/dynamic batching)
- Runtime API for baking on the fly
- Can create atlases at runtime!
- Can split objects into multiple combined meshes if there are more than 64k vertices
- Can handle objects with negative scale
Use MeshBaker To:
- Combine meshes in your scene into one big mesh (meshes can be imported from any modeling program)
- Easily create materials that can be shared by multiple meshes.
- Fix models so they can share a material and take advantage of static/dynamic batching
- Customize SkinnedMeshRenderer characters (add weapons, hats, armor, clothes)
- Combine SkinnedMeshRenderers
- Fix or adjust scaling, rotation and translation in imported meshes
Limitations:
- Texture properties in the result material will be combined into atlases, but the other properties can’t be combined. There will only be one master set of non-texture properties that applies to the whole combined mesh.
- Currently does not handle blend shapes.
- Currently does not handle skinned meshes that have been "optimized" (bones are not exposed as transforms).
Links
- Asset Store
- Website (Documentation)
- Evaluation Version
Other Assets That Use Mesh Baker
- Mesh Baker LOD - a replacement for Unity's LOD (works with Indy) that bakes visible levels of detail into combined meshes at runtime. As the levels of detail change combined meshes are re-baked to dramatically reduce drawcalls and enable much larger, richer dynamic scenes.(*Requires Mesh Baker*).
How To Use It:
Basic usage
- Create a new MeshBaker object in your scene under the Game.
- GameObject -> Create Other -> Mesh Baker -> Material And Mesh Baker
- Create empty assets for result material.
- Select shader on result material. Meshbaker will build a texture atlas for each texture property in this shader.
- Add objects to combine. For best results, these should use the same shader as result material, but they don’t have to. Use the provided tools to make this fast and easy.
- Bake combined material.
- Bake meshes.
- Look at warnings / errors in the console. Decide if action needs to be taken.
- (optional) Disable renderers in source objects.
Once this has been done you can remove the MeshBaker object from the scene or keep it around for easy re-baking. If anything changes in any of your source models or textures just bake again to regenerate the combined mesh and texture atlases.
MeshBaker v3.3.zip
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