In this holiday themed blog post we'll showcase how to reuse skeletons for different LOD levels in Unity. As an extra spice we will also throw in Bone Reduction for our last LOD level.
Read more >This post will showcase how we can use Simplygon to generate LOD levels to populate Unity's LODGroup component. We are going to use cascaded reduction pipelines with screen size as stop criteria. This means we can think of LOD transitions in terms of visual difference instead of polygon count and distance to camera.
Read more >In this post we are going to bake textures into vertex colors. This is useful for LODs which are really far away, where we just want some color. In order to do this, we need to disable sRBG on all texture nodes in the scene. So we'll cover how to traverse shader network as well.
Read more >Physics meshes are used in almost every 3d game. It is also very common that we want to know the different materials of the physics object for spawning certain impact effects. In this post will showcase how to optimize a physics mesh and keep material data in Unity as a texture.
Read more >In this example we'll show how you can use the mapping image directly to do a custom material casting.
Read more >In this example we'll show how you can use geometry data casting to change materials on a remeshed asset in runtime.
Read more >In this example we'll show how you can use material casting with a shading network to optimize a custom shader.
Read more >This example goes through how to setup a simple reduction script in Unity.
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