Low Poly Terrain v1.1
[Edit: The new version is up on the asset store now]
My Low Poly Terrain Asset is live on the Asset Store, yay! I’ve already gotten a good amount of feedback and feature requests for it, and so I am, in fact submitting a new version today. Here’s what’s on the menu:
Import Raw heightfields
You can now import RAW heightmap files from World Machine or your favorite terrain generation tool. Both Raw/R16 (16-bit integers) and R32 (32-bit floating points) are supported. There is now a drop-down to let you pick your favorite method.
The editor will try to determine the size of your map automatically, based on the size of the file. Currently, only square maps are supported.
Custom LOD Distances
You can now set LOD transition distances by hand, instead of using the default multiply-by-2 values.
If your game still uses legacy shaders, or you want a little bit of extra performance on mobile, you can replace the default terrain materials with Legacy/Diffuse or Legacy/DiffSpec versions. The materials come in pairs, of course.
On the Surface Pro 2, for instance, switching to the diffuse materials made the demo scene go from 35 FPS to 42 FPS, a 20% increase!
- Added the ability to turn shadow casting on, although the shadows flicker during transitions. There are still issues with this though
- Improved tessellation of quads so that the seam follows the source terrain as best as it can
- Reduced the length of the chunk squirts, they really only needed to be as big as the potential difference between one LOD level and the next.
- Fixed Collision mesh not matching render geometry properly. Added option to force consistent triangulation.
- Fixed transitions popping through fog and water planes
: count(): Parameter must be an array or an object that implements Countable in /homepages/15/d271476339/htdocs/Blog/wp-includes/class-wp-comment-query.php
on line 399