![]() ![]() It also supports substances natively, so you don't have to install a plugin or workaround like you do with a unity terrain, you can simply load substances into the texture slots and paint them onto the mesh. ![]() So you can take a unity terrain that is 100k polygons, and hundreds of drawcalls, and output a mesh that is under 5k polygons in 1 drawcall, it'll be more blocky, but it still maintains the general shape and features, it keeps the first 4 texture splats from unity terrain, and performs excellent on mobiles. I don't know how T4M batches the textures, but it does, the entire thing is 1 draw call and it gives you a slider bar to change the number of polygons in the mesh it bakes out of the Unity terrain. Honestly I never have more than 50 draw calls in a mobile game, but the default terrain is more than 50 by itself with nothing added.more than my entire budget! ![]() But it still is not usable for mobile development because of the number of draw calls.
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