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[工具] Mesh Combine Studio 2

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发表于 2020-6-30 08:00 | 显示全部楼层 |阅读模式
资源信息 Asset Information
资源名称: Mesh Combine Studio 2 (发帖教程)
版本: 2.74 更新到2.92 (版本)
资源等级: 3
资源格式: .unitypackage (链接失效请点击帖子右下方举报通知管理员)
资源大小: 266.2 KB (默认:MB)
下载地址: 请先登录 (购买积分)
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Mesh Combine Studio is an automatic cell based mesh combiner which can improve to dramatically improve the performance of your game. It can be used on any type of game for any platform.

We use MCS cell based combining in our game D.R.O.N.E. for the modular building in our arena editor and pre-made arenas, without MCS our game wouldn't run...

Instead of manually combining meshes, which is very tedious, MCS will do this automatically for you and the performance improvements it gives cannot be achieved with manual combining. Just simple drag and drop a MCS prefab in your Scene and tweak the many available conditions to your specific needs and you are ready to go.

MCS can give up to 20x better performance compared to Unity’s static batching. MCS can give a more smooth and stable FPS. The smaller the to combining meshes are the more performance improvement it gives. It works great on systems that use modular meshes as well as static objects like buildings, props, rocks, etc. MCS has a unique features to remove geometry that is never visible to the camera. This can save a lot of lightmap texture space, memory and increases even more the performance.

Not only are the draw calls greatly reduced, but since MCS combines meshes into cells, it dramatically improves culling performance as well. Less objects need to be culled, z-sorted and LOD switched. MCS has automatic LOD compatibility. LODs are switched per cell which gives better performance and less LOD popping.

With its extension MCS Caves & Overhangs, MCS removes inside geometry for stacked meshes that form any formations like rocks to build caves and overhangs. We also use this feature of MCS in D.R.O.N.E. to optimize the rocks and rock caves and overhangs in our pre-made arenas, where it reduces our rock triangles with 60-75%, which gives an unbeatable performance and memory saving on lightmap textures.

MCS Dungeon Architect Demo
MCS Modual City Allay Pack Demo

Documention | Forum


Features:
- Supports >Unity 5.1, 2017.x, 2018.x, 2019.x and 2020.x .
- Supports all platforms (PC, Mac, Linux, Android, IOS, WebGL, etc).
- Supports Standard Rendering, URP and HDRP.
- Supports all mesh formats that Unity supports (.fbx, .obj, .dea, 3ds, .skp, etc).
- Easy to use, simple and self explaining Inspector with tool-tips.
- Reduces Draw Calls
- Advanced and performant multi-threaded combine job manager with lowest memory overhead possible and GC friendly.
- Supports cell based mesh combining, which is optimal for culling, z-sorting and LOD switching.
- Can be used as a faster alternative to Unity’s static batching and can give significant to drastic performance improvements.
- Fully automated combining like Unity’s static batching (but with more options), no tedious manually combining and get results in a few clicks.
- Extensive lightmapping support for realtime and baked GI.
- Save lightmap texture space and memory by removing geometry.
- Automatic LOD compatibility. LODs are switched per cell which give better performance and less LOD popping.
- No vertex or triangle increase compared to original meshes.
- Remove geometry that is under any surface (terrain and/or meshes). E.g. for rocks this can reduce +35% of the geometry.
- Remove overlapping geometry with its extension MCS Caves and Overhangs, which can reduce 60-75% of the geometry together with below terrain removal.
- Remove backface culling geometry on the background geometry (which the camera can never see). This can reduce +50% of the geometry by itself and +80% with the inside and below terrain removal.
- Original GameObjects components keep working, e.g. scripts, colliders, etc.
- Automatically switches between rendering combined or original GameObjects and can be easily reverted.
- Combine in Editor and/or Runtime.
- Combine dynamic meshes (Multiple meshes for one moving part can be combined into one mesh).
- Supports negative scaling and double shadows.
- Runtime console to test and find the fastest combining settings (a build is the way to test true performance gains, which are higher than in Unity Editor).
- Multiple MCS prefabs can be used for different settings, e.g. different cell sizes, removal of geometry, etc.
- Extensive search conditions which GameObjects with meshes to include. The right filtering can increase the performance boost and save memory.
- Source code included.
- Runtime API.

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发表于 2020-7-1 13:11 | 显示全部楼层

感谢楼主的无私分享!
 楼主| 发表于 2020-8-17 10:00 | 显示全部楼层
更新至2.92
发表于 2020-9-16 22:19 | 显示全部楼层
Mesh Combine Studio是一个基于单元的自动网格合并器,它可以改进以显著提高游戏的性能。它可以用于任何平台的任何类型的游戏。

我们在游戏D.R.O.N.E.中使用基于MCS单元的组合,在我们的竞技场编辑器和预制竞技场中进行模块化构建,没有MCS我们的游戏将无法运行。。。

MCS不会手动组合网格(这非常繁琐),而是会自动为您完成此操作,并且它所带来的性能改进无法通过手动组合实现。只需简单的拖放一个MCS预置在你的场景和调整许多可用的条件,以满足你的具体需要,你就可以开始了。

与Unity的静态批处理相比,MCS的性能提高了20倍。MCS可以提供更平滑和稳定的FPS。合并网格越小,其性能改善就越大。它适用于使用模块化网格以及静态对象(如建筑物、道具、岩石等)的系统。MCS有一个独特的功能,可以去除摄像机无法看到的几何体。这样可以节省大量的光照贴图纹理空间、内存,并进一步提高性能。

不仅绘制调用大大减少,而且由于MCS将网格合并到单元中,因此也显著提高了剔除性能。较少的对象需要剔除,z-排序和LOD切换。MCS具有自动LOD兼容性。每单元交换LOD,提供更好的性能和更少的LOD弹出。

随着它的扩展MCS洞穴和悬挑,MCS去除了内部几何结构的堆叠网格,如岩石,以建立洞穴和悬挑。我们还在D.R.O.N.E.中使用MCS的这一功能来优化我们预制竞技场中的岩石、岩石洞穴和悬垂物,在这里它将岩石三角形减少60-75%,这在光照贴图纹理上提供了无与伦比的性能和内存节省。

MCS地下城建筑师演示
MCS Modulal City Allay Pack演示

文件|论坛

特征:
-支持>Unity 5.1、2017.x、2018.x、2019.x和2020.x。
-支持所有平台(PC、Mac、Linux、Android、IOS、WebGL等)。
-支持标准渲染、URP和HDRP。
-支持Unity支持的所有网格格式(.fbx、.obj、.dea、3ds、.skp等)。
-易于使用,简单和自我解释督察工具提示。
-减少抽签次数
-高级和高性能的多线程组合作业管理器,尽可能降低内存开销,并且对GC友好。
-支持基于单元的网格组合,对于剔除、z-排序和LOD切换是最理想的。
-可以作为Unity静态批处理的更快的替代方案,并且可以显著提高性能。
-完全自动化的组合,像Unity的静态批处理(但有更多的选项),无需繁琐的手动组合,只需点击几下即可获得结果。
-对实时和烘焙GI的广泛光照映射支持。
-通过移除几何体来节省光照贴图纹理空间和内存。
-自动LOD兼容性。每单元交换LOD,提供更好的性能和更少的LOD弹出。
-与原始网格相比,顶点或三角形没有增加。
-移除任何曲面(地形和/或网格)下的几何体。E、 g.对于岩石,这可以减少+35%的几何形状。
-移除重叠的几何体及其延伸的MCS洞穴和悬挑,这可以减少60-75%的几何体,以及下面的地形移除。
-移除背景几何体上的背面消隐几何体(摄影机永远看不到)。这可以减少+50%的几何体本身和+80%的内部和以下地形删除。
-原始游戏对象组件继续工作,例如脚本、碰撞器等。
-自动在渲染组合或原始游戏对象之间切换,并且可以轻松恢复。
-在编辑器和/或运行时合并。
-合并动态网格(一个移动部件的多个网格可以合并为一个网格)。
-支持负缩放和双阴影。
-运行时控制台,用于测试和查找最快的组合设置(构建是测试真正性能提高的方法,比Unity Editor中的性能提高更高)。
-多个MCS预制件可用于不同的设置,例如不同的单元尺寸、几何图形的删除等。
-广泛的搜索条件,游戏对象包括网格。正确的过滤可以提高性能并节省内存。
-包括源代码。
-运行时API。
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