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When optimization gets practical
Customer stories, technical guides, and deep dives into 3D content optimization pipelines.
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Load additional texture channels into a Simplygon scene
In this blog post, we will showcase how to load textures into additional material channels in a file. This is useful if you are using material channels not defined in a standard file format (like FBX).

Handling alpha clipping with compute casters
In this blog we will have a look at how to create billboard impostors for assets using shaders with alpha clipping. The solution is to introduce a little code snippet using sg_DiscardValue and sg_PreviousValue in every sampler function.

Optimize Unity character prefabs
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.

Custom texture casting in Unity
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.

A tool for optimizing distant meshes in Unity
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.

Aggregation with multiple output materials
In this blog we'll showcase how to use a mapping image with multiple output materials. This enables you to perform material merging on an asset with both opaque and transparent materials.

Using your own shaders for material baking with Compute Casting
Today we will look at how to create proxies for object with custom shaders. We are going to use compute casters in combination with scene descriptions serialized to xml files to create a batch processor indented to process HLOD meshes. We'll also cover clipping planes.

How to find correct settings for a scripted pipeline
In this post we'll cover how to find the correct settings for a scripted pipeline by exporting a pipeline created using the user interface.

Troubleshooting gamma issues
If you have processed assets in Simplygon and the output had another color shade, then this post is for you. In this post we'll go through how to detect and solve gamma issues.

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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