GPU Instancer 1.4.6:强大的GPU实例化工具,轻松打造海量对象渲染

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GPU Instancer v1.4.6 是一款专为Unity开发的高性能GPU实例化工具,旨在简化复杂场景中的大量对象渲染,特别是适用于游戏开发、虚拟现实(VR)和移动平台。它提供了开箱即用的解决方案,用户无需深入了解计算着色器和GPU架构就能实现间接GPU实例化,极大地提高了效率。 这款工具的主要特点包括: 1. **易用性**:GPU Instancer拥有直观的用户界面,使得创建和管理大量的实例对象变得非常简单,无论是预制件还是复杂的Unity地形细节和树木,只需几个鼠标点击就能完成实例化。 2. **兼容性**:它兼容多种平台,如VR(单通道或多通道渲染),移动端(iOS和Android),并且在标准、通用和高清渲染管线中都能运行。 3. **性能优化**:支持GPU视锥体剔除和遮挡剔除,即使在处理成千上万个对象时,也能确保高效的渲染,只需一次绘制调用。此外,还有自动配置的自定义着色器选项。 4. **实例化功能**:强大的预制件实例化能力,支持自定义涂装工具,实时调整位置、旋转和缩放,支持物理刚体和嵌套预制件,以及基于实例的材质变化。 5. **植被和树木实例化**:针对植被和树木提供高帧率实例化,支持SpeedTree动画、软遮挡效果、广告牌烘焙和渲染器,适应不同环境需求。 6. **API支持**:提供详尽的API文档,允许开发者在运行时进行场景管理和修改,包括支持移除实例、使用自定义计算着色器扩展和编辑器模拟GPU实例化。 7. **定制选项**:允许用户自定义阴影距离和LOD选择,以及支持浮动原点处理和多个视角,提供了丰富的灵活性。 8. **应用场景**:附带示例场景,展示了GPU Instancer在实际项目中的应用,包括移动演示场景和基于实例的控制。 资源链接及提取码(供参考): 链接:<https://pan.baidu.com/s/1oSL9oMinBbXxlOlMxSbVIw> 提取码:jf03 GPU Instancer v1.4.6是Unity开发人员的强大工具,通过其出色的性能和易于使用的特性,显著提升了大规模对象的渲染效率,无论是游戏场景中的动态植被、森林,还是VR环境中的物体实例化,都能有效地提升用户体验和开发效率。
2021-10-31 上传
GPU Instancer is an out of the box solution to display extreme numbers of objects on screen with high performance. With a few mouse clicks, you can instance your prefabs, Unity Terrain details and trees. GPU Instancer provides user friendly tools to allow everyone to use Indirect GPU Instancing without having to go through the deep learning curve of Compute Shaders and GPU infrastructure. Also, an API with extensive documentation is provided to manage runtime changes. ——————————— FEATURES ——————————— – Out of the box solution for complex GPU Instancing. – VR compatible. Works with both single pass and multi pass rendering modes. – Mobile compatible. Works with both iOS and Android. – Easy to use interface. – Tens of thousands of objects rendered lightning fast in a single draw call. – GPU frustum culling. – GPU occlusion culling (also supports VR platforms with both single pass and multi pass rendering modes). – Automatically configured custom shader support. – Supports Standard, Universal and HD Render Pipelines. – Complex hierarchies of prefabs instanced with a single click. – Multiple sub-meshes support. – LOD Groups and cross-fading support. (Cross-fading is supported on Standard Render Pipeline only) – Automatic 2D Billboard generation system (Standard RP only). – Shadows casting and receiving support for instances (frustum culled instances still can cast shadows). – Ability to use custom shadow distance per prototype and to choose the LOD to render shadows with. – Support for Floating Origin handling. – Multiple camera support. – Well documented API for procedural scenes and runtime modifications (examples included). – Ability to Remove instances inside bounds or colliders at runtime. – Ability to extend with custom Compute Shaders. – Example scenes that showcase GPU Instancer capabilities. Prefab Instancing Features: – Ability to automatically instance prefabs at your scene that you distribute with your favorite prefab painting tool. – Automatically Add-Re
2018-10-09 上传
GPU Instancer is an out of the box solution to display extreme numbers of objects on screen with high performance. With a few mouse clicks, you can instance your prefabs, Unity terrain details and trees. GPU Instancer provides user friendly tools to allow everyone to use Indirect GPU Instancing without having to go through the deep learning curve of Compute Shaders and GPU infrastructure. Also, an API with extensive documentation is provided to manage runtime changes. --------------------------------- Features --------------------------------- - Out of the box solution for complex GPU Instancing. - VR compatible. Works with both single pass and multipass rendering modes. - Mobile compatible. Works with both iOS and Android. - Easy to use interface. - Tens of thousands of objects rendered lightning fast in a single draw call. - GPU frustum culling. - GPU occlusion culling (non-VR platforms only). - Automatically configured custom shader support - Complex hierarchies of prefabs instanced with a single click. - Multiple sub-meshes support. - LOD Groups and cross-fading support (with animation or fade transition width). - Automatic 2D Billboard generation system (auto-added as last LOD). - Shadows casting and receiving support for instances (frustum culled instances still can cast shadows). - Unity 5.6 support. - Well documented API for procedural scenes and runtime modifications (examples included). - Example scenes that showcase GPU Instancer capabilities. Prefab Instancing Features: - Ability to automatically instance prefabs at your scene that you distribute with your favorite prefab painting tool. - Automatically Add-Remove prefab instances without any aditional code. - Automatic detection and updating of transform position, rotation and scale changes. - Full or area localized rigidbody and physics support. - Add-Remove-Update prefab instances with or without instantiating GameObjects (examples included). - Instance based material variations through API (similar to Material Property Blocks). - Enabling and disabling instancing at runtime per instance basis. - API to manage instanced prefabs at runtime. - Includes mobile demo scene with custom controllers. Detail Instancing Features: - Dense grass fields and vegetation with very high frame rates. - Included vegetation shader with wind, shadows, AO, billboarding and various other properties. - Support for custom shaders and materials. - Cross quadding support: automatically turns grass textures to crossed quads. - Ability to paint prefabs with custom materials on Unity terrain (with Unity terrain tools). - Ability to use prefabs with LOD Groups on Unity terrain. - Further performance improvements with automatic spatial partitioning. - API to manage instanced terrain detail prototypes at runtime (examples included). - Editor GPU Instancing simulation. Tree Instancing Features [BETA]: - Dense forests with very high frame rates. - Speed Tree support with wind animations. - Included billboard baker and renderers. - Custom vertex color wind animation support for Soft Occlusion Tree shaders. Third Party Integrations: - Gaia integration. - Map Magic integration. Planned Features: - Tree Creator support with wind animations (a limited version is currently available). - Support for animation baking and skinned mesh renderers. Requirements: - DirectX 11 or DirectX 12 and Shader Model 5.0 GPU (Windows, Windows Store) - Metal (macOS, iOS) - OpenGL Core 4.3 (Windows, Linux) - Vulkan (Android, Windows, Linux) - OpenGL ES 3.1 (Android 8.0 Oreo or later) - Modern Consoles (PS4, Xbox One) To provide the fastest possible performance, GPU Instancer utilizes Indirect GPU Instancing using Unity's DrawMeshInstancedIndirect method and Compute Shaders. GPU Instancing results in magnitudes of performance improvement over static batching and mesh combining. Also, other available solutions for GPU Instancing (including Unity's material option and the DrawMeshInstanced method) fail short on limited buffer sizes and therefore result in more draw calls and less performance. By using the indirect method GPU Instancer aims to provide the ultimate solution for this, and increases performance considerably while rendering the same mesh multiple times. For more Information: Getting Started API Documentation