|
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 |
| 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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