You might also consider using a reduced resolution on mobile devices rather than trying to significantly change the rendering. Breaking meshes up into smaller chunks (like 32x32x32 voxels) rather than an entire mesh may help with frustum culling. Shadows were all faked with simple blob shadows.īeyond that it depends on how much you can see on screen. For our project we baked the lighting into the meshes' texture atlases with an external application and they were rendered using an unlit shader. However the real answer may be using no shadows or baked lighting instead. You were already kind of thinking that way, but exporting a solid colored greedy mesh with welded vertices as an explicit shadowcaster mesh can do wonders here for reducing the vertex count. Step 3: Use different meshes for shadows. Using the MagicaVoxel style color swatch texture or vertex colors can end up being better here than using a texture atlas style. This also likely won't get you as much as you might hope as the vertices may have already been split by UVs when using a texture atlas. However this requires GLES 3.0 or better, so if you're targeting GLES 2.0 devices, you're out of luck. However you may be able to get rid of some extra vertices by not using hard edges in the mesh to do the flat shading. If you have a lot of very detailed geometry (like the gravel under those tracks) then you're paying the cost of the high polycount no matter what even with the above optimization. Step 2: The above can solve many of the polycount problems, but not all. This tool on the asset store appears to do something similar letting you directly import MagicaVoxel files: Qubicle outputs much cleaner meshes, and is what we used. MagicaVoxel for instance outputs just a color swatch texture and relatively high polygon meshes if you use a lot of color variation, and that can be brutal for vertex counts. Step 1: Use voxel tool that can output a greedy mesh and texture atlas, not just vertex colors or per-color indices. Having done a voxel based game for mobile VR not too long ago I went through a lot of this already.
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