{"repo":"Unity-Technologies/com.unity.virtualmesh","free":true,"listed":false,"github":"https://github.com/Unity-Technologies/com.unity.virtualmesh","clone":"git clone https://github.com/Unity-Technologies/com.unity.virtualmesh.git","description":"This Unity package contains a virtual geometry solution for rendering a scene's static objects with a GPU-driven pipeline that supports triangle cluster LODs and two-pass occlusion culling at a triangle level.","language":"C#","stars":164,"topics":["owner-lighthouse-japan","unity"],"license":null,"category":"game-templates","readme_excerpt":"Unity Virtual Mesh Package This package contains the sample code referenced by the \"Design and Implementation of a Lightweight Virtualized Geometry System Suitable for Mobile Use\" presentation during CEDEC 2024 (presentation in Japanese). The video of the presentation is available on Unity Learning Materials. [!CAUTION] The code contained in this package is not production-ready and only serves as a reference for implementing similar virtual geometry pipelines. You can use the code freely as long as it is tied to the Unity ecosystem (for more details see the Unity Companion License). Background A typical performance issue encountered by many games is the heavy usage of CPU resources. A virtual geometry system tries to deal with this issue by moving the logic of deciding what geometry to render closer to the actual rendering itself, on the GPU. For a specific scene, all the meshes are uploaded (streamed) to the GPU and both the selection of LODs and culling of unecessary triangles are performed there right before rendering. This results in near-perfect per-material batching, LODs, and culling, all automated and without the need for tweaking assets. This kind of system has been used in games on high-end platforms for over a decade, and now the technology and hardware present in mobile devices has caught up enough to allow us to make prototypes for other platforms as well. The goal of this package is to provide a fully customizable, C#-level implementation of a virtual geometry s","default_branch":null,"files":null,"tree":[],"storefront":"/r/Unity-Technologies","claimed":false,"request_supported":{"post":"https://gitbuyer.com/r/Unity-Technologies/com.unity.virtualmesh/request-supported","requests":0},"note":"indexed from public GitHub; nothing is for sale on this page. Clone it from GitHub. Paid listings live at /search."}