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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class GlobalSmoothRotation : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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transform.Rotate(new Vector3(0f, 50f*Time.deltaTime, 0f), Space.World);
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class GlobalSmoothRotation : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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transform.Rotate(new Vector3(0f, 50f*Time.deltaTime, 0f), Space.World);
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}
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}
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# AutoLOD
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AutoLOD is a very simple tool that will generate a LOD group with any 3D
4-
object from your scene. It will automatically compute simplified version of your
5-
meshes using decimation.
6-
7-
## Setup
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The whole package is contained in the AutoLOD folder resulting from the import.
9-
You can move it wherever you want, but it is recommended to keep the same
10-
folder structure.
11-
## How to use
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AutoLOD consists in an editor window. You can open it via Window->AutoLOD->MeshDecimator.
13-
14-
Put the object(s) to be processed into the ”targets” area. Please note that
15-
a Renderer is required otherwise the object cannot be added.
16-
By default, the same presets will be applied to every renderer in the list.
17-
You can customize these presets in the Custom Settings section.
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You can also customize per-object settings by folding out targets in the list.
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Both settings panels are identical, meaning that each object is fully customizable independantly from others or from the common settings.
21-
22-
The LODGroup Settings foldout let you control the LODGroup setup as
23-
it should be when created, but you can still change it manually when the
24-
process is over. You cannot interact with the LODGroup widget (which is
25-
NOT the actual widget, but just a representation), only the sliders LOD Levels,
26-
Seamless/Performant and Size Culling will influence it.
27-
28-
You may want to save the decimated meshes to the assets. You just have to
29-
check the Save meshes to Assets toggle and enter a path. If the path does
30-
not exist, the program will automatically create it for you.
31-
When you are ready, just click on the button Generate LOD.
32-
33-
## Features
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• Minimalist interface and really easy to use
35-
• Works in both edit and play mode
36-
• Works on prefabs instances (no need to unpack them)
37-
• Generated objects can manually be saved as prefabs as long as the toggle
38-
Save meshes to Assets is checked with a valid path.
39-
• Generates up to 8 LOD for a single object
40-
• Decimates UVs (from uv1 to uv4) and bone weights too.
41-
• Compatible with sub-meshes
42-
• Creates colliders for simplified meshes (if the source has one)
43-
• Can be used for simple distance culling too
44-
• Fully compatible with any render pipeline
45-
## Some tips
46-
• A demo scene is provided in the Scene folder: click play and follow the
47-
instructions. The provided material in the scene should appear pink in
48-
LWRP/URP and HDRP. Feel free to upgrade the material to your render
49-
pipeline, or use your own material.
50-
• The toggle Optimize Source Mesh applies a Automatic Decimation to
51-
the source mesh. It’s not recommended for detailed meshes, but it can
52-
help for basic shapes, such as a cube subdivided in more vertices than it
53-
should be.
54-
• Setting 1 on LOD Levels will just apply a distance culling (and an automatic decimation if the toggle is enabled).
55-
• You can apply changes to a prefab instance, as long as the decimated mesh
56-
were saved to the Assets (otherwise the meshes will be missing, as they
57-
are stored in the scene data).
58-
• You can undo the whole AutoLOD process with Edit -> Undo
59-
• You can put several objects in the drag and drop area. AutoLOD will just
60-
add the valid ones to the list.
61-
• You can add a MeshRenderer or SkinnedMeshRenderer from its context menu in the inspector
62-
63-
## Warning
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• Generation can take several minutes for a whole scene. Unity will freeze
65-
during the process but a progress bar will provide a visual estimation of
66-
what is happening.
67-
• If the processed object has specific components attached to it, they will
68-
remain but make sure they still work properly. If they were using the
69-
attached MeshFilter or Renderer, they will probably be broken, but it
70-
should be easy to fix in most cases.
71-
• Please check carefully which objects you put in AutoLOD and understand
72-
that there are just too many cases that can end up with bugs, especially
73-
with your MonoBehaviour scripts.
74-
75-
## References
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https://github.com/Whinarn/MeshDecimator
77-
## Contact
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Feel free to contact me via one of the social media availbale on the bottom of the AutoLOD editor window or via e-mail at chaumartinleo@gmail.com
79-
AutoLOD is free on the asset store, but you can make a donation on www.paypal.me/RiseDownPiano
1+
# AutoLOD
2+
3+
AutoLOD is a very simple tool that will generate a LOD group with any 3D
4+
object from your scene. It will automatically compute simplified version of your
5+
meshes using decimation.
6+
7+
## Setup
8+
The whole package is contained in the AutoLOD folder resulting from the import.
9+
You can move it wherever you want, but it is recommended to keep the same
10+
folder structure.
11+
## How to use
12+
AutoLOD consists in an editor window. You can open it via Window->AutoLOD->MeshDecimator.
13+
14+
Put the object(s) to be processed into the ”targets” area. Please note that
15+
a Renderer is required otherwise the object cannot be added.
16+
By default, the same presets will be applied to every renderer in the list.
17+
You can customize these presets in the Custom Settings section.
18+
You can also customize per-object settings by folding out targets in the list.
19+
20+
Both settings panels are identical, meaning that each object is fully customizable independantly from others or from the common settings.
21+
22+
The LODGroup Settings foldout let you control the LODGroup setup as
23+
it should be when created, but you can still change it manually when the
24+
process is over. You cannot interact with the LODGroup widget (which is
25+
NOT the actual widget, but just a representation), only the sliders LOD Levels,
26+
Seamless/Performant and Size Culling will influence it.
27+
28+
You may want to save the decimated meshes to the assets. You just have to
29+
check the Save meshes to Assets toggle and enter a path. If the path does
30+
not exist, the program will automatically create it for you.
31+
When you are ready, just click on the button Generate LOD.
32+
33+
## Features
34+
• Minimalist interface and really easy to use
35+
• Works in both edit and play mode
36+
• Works on prefabs instances (no need to unpack them)
37+
• Generated objects can manually be saved as prefabs as long as the toggle
38+
Save meshes to Assets is checked with a valid path.
39+
• Generates up to 8 LOD for a single object
40+
• Decimates UVs (from uv1 to uv4) and bone weights too.
41+
• Compatible with sub-meshes
42+
• Creates colliders for simplified meshes (if the source has one)
43+
• Can be used for simple distance culling too
44+
• Fully compatible with any render pipeline
45+
## Some tips
46+
• A demo scene is provided in the Scene folder: click play and follow the
47+
instructions. The provided material in the scene should appear pink in
48+
LWRP/URP and HDRP. Feel free to upgrade the material to your render
49+
pipeline, or use your own material.
50+
• The toggle Optimize Source Mesh applies a Automatic Decimation to
51+
the source mesh. It’s not recommended for detailed meshes, but it can
52+
help for basic shapes, such as a cube subdivided in more vertices than it
53+
should be.
54+
• Setting 1 on LOD Levels will just apply a distance culling (and an automatic decimation if the toggle is enabled).
55+
• You can apply changes to a prefab instance, as long as the decimated mesh
56+
were saved to the Assets (otherwise the meshes will be missing, as they
57+
are stored in the scene data).
58+
• You can undo the whole AutoLOD process with Edit -> Undo
59+
• You can put several objects in the drag and drop area. AutoLOD will just
60+
add the valid ones to the list.
61+
• You can add a MeshRenderer or SkinnedMeshRenderer from its context menu in the inspector
62+
63+
## Warning
64+
• Generation can take several minutes for a whole scene. Unity will freeze
65+
during the process but a progress bar will provide a visual estimation of
66+
what is happening.
67+
• If the processed object has specific components attached to it, they will
68+
remain but make sure they still work properly. If they were using the
69+
attached MeshFilter or Renderer, they will probably be broken, but it
70+
should be easy to fix in most cases.
71+
• Please check carefully which objects you put in AutoLOD and understand
72+
that there are just too many cases that can end up with bugs, especially
73+
with your MonoBehaviour scripts.
74+
75+
## References
76+
https://github.com/Whinarn/MeshDecimator
77+
## Contact
78+
Feel free to contact me via one of the social media availbale on the bottom of the AutoLOD editor window or via e-mail at chaumartinleo@gmail.com
79+
AutoLOD is free on the asset store, but you can make a donation on www.paypal.me/RiseDownPiano

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