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Bake decals into surfaces

In this spooky blog post we will optimize away spider web decals from a scene. While it might seem unfitting given the release date of this post it is a well-known fact that most of the spider webs being displayed are not real and just for decoration.

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Bake textures into vertex colors

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.

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Bake material data into textures for Unity physics meshes

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.

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Use shading network to recreate normal maps

This example show how you can use shading networks to recreate a normal map that had it's blue channel removed.

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Using custom shaders in Unity

In this example we'll show how you can use material casting with a shading network to optimize a custom shader.

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Creating a physics mesh with Simplygon

When creating physics meshes, it's typically a good idea to optimize the original heavily, to make calculations cheaper. You would also want to keep material information in the optimized object, in order to spawn appropriate effects, play correct sounds etc. Combining the vertex color caster and remeshing is a great starting point to achieve super-simple geometry that checks the boxes for good physics meshes.

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