In this blog post, we will investigate how animations affect LOD transitions. According to our results, we can switch at 3.5 times the screen size, or around 4 times closer to the camera if an object is animated compared to when it is static.
In this blog post we will look at Simplygon's new clustered meshlet feature. We will cover how to generated them and a way to visualize them which serves as the base for implementing a clustered meshlet rendering pipeline in your engine.
In this blog we'll have a look at how to optimize draw calls in Unity using material merging. We'll cover how to both UI and C# scripting.
Today we are going to look at how to optimize LOD0 models in Unity. This is useful in two cases, if we have lots of assets of varying quality from asset packs or if we want to port a game to a weaker platform.
In this blog we will create a system for automatic character prefab automation. We will cover baking textures during reduction for URP and rebinding LODs to the original skeleton.
In this blog post we'll showcase how to automate LOD creation for Unity prefabs. This allows us to optimize our game with (almost) the click of a button.
In this post we will look at how to cast textures for custom shaders in Unity using compute casters. This is very useful if you have non-standard shaders that use custom texture channels.
In this blog we'll create a Unity tool similar to our Unreal Engine plugin's Stand-In feature. It can be of great use to optimize objects in backgrounds of video games.
In this blog we'll showcase how to use vertex locks in Unity to protect areas during optimization. We do this by editing the Simplygon scene after export from Unity.
This blog covers how to use GetResultDeviation to calculate when to LOD transition. In normal case we strongly recommend to use screen size or max deviation as reduction target, but if you have a specific need which request reduction ratio or exact triangle count this blog will describe how to calculate when to switch to that LOD. We are going to use this to populate a Unity LODComponent. We are also going cover how to reuse materials from LOD0 automatically.
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.
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.
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.
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.
In this example we'll show how you can use the mapping image directly to do a custom material casting.
In this example we'll show how you can use material casting with a shading network to optimize a custom shader.
This example goes through how to setup a simple reduction script in Unity.