本游戏资料是个关于基于虚幻的树叶系统地形编辑器扩充Unity游戏素材资源,大小:1.58 MB ,格式:unitypackage,使用软件:Unity,供广大设计师学习使用,语言:英语。
Unity3D是一个让你轻松创作的多平台的游戏开发工具,是一个全面整合的专业游戏引擎。Unity代表了一个质的飞跃——内置的光照贴图(lightmapping)、遮挡剔除(occlusion culling)和调试器。编辑器经过彻底革新,让你可以获得卓越的性能体验。不可思议、无法阻挡的产品已经看到了曙光。
Unity是一款跨平台的游戏开发工具,从一开始就被设计成易于使用的产品。作为一个完全集成的专业级应用,Unity还包含了价值数百万美元的功能强大的游戏引擎。Unity 4作为一个游戏开发工具,它的设计主旨就是让你能够创建令人惊讶的游戏。如果你之前尝试过Unity,请查看Unity 3都做了哪些更新。如果你是第一次尝试,那就好好看看吧,看Unity都能为你带来什么。Unity作为一种开发环境,可让你脱离传统的游戏开发方式,以一种更简单的方式专注于你的游戏开发。开发网络游戏、移动游戏、单机游戏,Unity都能完全胜任。
Critias Foliage System Editor Extensions/Terrain
The Scholastics
This extension requires one license per seat
Requires Unity 5.6.3 or higher.
Based on Unreal's foliage painter, 'Critias Foliage' is a system that is designed to paint, extract and optimally render millions of instances of foliage!
With 'Critias Foliage' you can:
- Paint your grass/meshes on your objects/terrain
- Extract existing trees, details or meshes from your scene
- Render at awesome FPS your foliage
VERSION 1.2.1
Features:
- YOffset' per-type and not global any more. Works with extraction too
- Code fixes, improved caching
Bug Fixes:
- Changing foliage types from 'OTHER_GRASS' to 'OTHER_TREE' works
- Data does not get duplicated when changing the foliage type any more
- Fixed the 'NullShader' depth issues
VERSION 1.2.0
Features:
- GPU distance foliage bending (experimental)
- Adding foliage instances
- DrawMeshInstancedIndirect with GPU caching
- Runtime hue/color changes
- Grass shadow fade
- Billboard shadows
- Foliage align to terrain in case of heightmap change
- Detail extraction from multiple terrains at once is possible now
- Auto-set the names of the extracted items
- Advanced Foliage Shader 5 integration
- Per foliage type surface align options
- Better painting
- Allow higher and lower densities
- Code examples
- Editor performance optimization
- Documentation notes on common pitfalls like: billboard lighting, foliage normals facing
Bug Fixes:
- Billboard hue variation always matches tree hue variation now
- Various other resource releasing and cleanup bugs are fixed
- Wind not working in certain conditions
VERSION 1.1
Features:
- Artist friendly
- Foliage instance batching and culling
- Existing tree and details extracting from terrains
- Hand painting
- Spatial hashed foliage placement. Terrains are not required any more!
- Paint your foliage on absolutely anything! Terrains, objects etc...
- Not dependent on SpeedTree only!
- Awesome FPS (actually that's the whole point of this system)
- Smarter billboard batching
- Automatic setup. No need for any fancy setup like the old system
- Per foliage type culling distances
- Per foliage shadow casting
- Global grass density scaler
- GPU Instance calculations, very low CPU overhead
- Possibility to remove trees at runtime (destructible trees)
- Labels - The system will remember from which source it's instances came from
- Hard-drive serialization
- Support for 100k+ tress with collisions
- Support for multiple foliage types
- Instancing support
- Tillable terrain support
- Billboard rotation
- Billboard Tree Y rotation
- Tree/Grass SpeedTree wind
- LOD System for trees
- SpeedTree style CrossFade
- Uber-fast billboard system (SpeedTree only)
- Generate everything with one button press
- Compatible with anything that can place trees on a terrain
- Everything from Critias Grass System
- Everything from Critias Tree System
Limitations:
I recommend downloading the demo or trying out my other two systems before buying this! If it works poorly on your targeted machine DO NOT buy this system! Use Unity's build in systems, that are designed for very low-end machines!
This system is designed for good desktop PC's with GPU's that support instancing very well. Anything that is a GTX570 and above should work. Check that your GPU has a PassMark of at least 4000 units.
Requirements:
- DX11
- DX11 equivalent graphic API's with instancing support
- GTX570/GTX750TI Golden Sample or equivalent GPU
发布日期: 2017-12-1