AutoLOD - Mesh Decimator
Updated
2024-09-18
Premium
Tools
Version
5.3.0
File size
23.9 MB
Views
388
Only For Premium or VIP Users
Description
AutoLOD is a powerful tool to simplify any mesh from your scene in one click. It also comes with a runtime API to bring the decimation feature in your builds!
AutoLOD 5.1 : Now supports Blendshape on both Fast and High Quality backends!
- Elevate Your Experience with the brand new 'High-Quality' Backend: It is not just another update – it's a game-changer that will redefine your expectations.
- Best UV Layout Preservation: Experience the most precise UV layout preservation yet. The High-Quality backend ensures your textures still align perfectly after decimation, maintaining the artistic integrity of your models.
- Mesh Borders Preserving: Say goodbye to collapsed border edges. The High-Quality backend makes sure your chunks will still fit together nicely after decimation.
- Unmatched Simplicity: This update keeps the user-friendly simplicity that has won over thousands of users. One click is all it takes.
- Editor and Runtime usage: Work seamlessly with both the editor plugin or the C# runtime API. AutoLOD flexible design adapts to your workflow, not the other way around.
- Prefab-Friendly: 100% compatible with prefabs. There's no need to unpack them – AutoLOD works directly with prefab instances or in prefab editing scenes.
- Characters-Friendly: Skinned Mesh Renderer and Blendshapes full support.
- Multi-Level LOD Generation: Push the limits with up to 8 levels of LOD for a single object, ensuring optimal performance across a range of distances and complexities.
- Submesh Compatibility: AutoLOD seamlessly works with submeshes.
- Performance-Fidelity Balance: Find the perfect balance between high performance and high-fidelity results with the customizable options.
- Distance Culling Simplified: Ideal for simple distance-based culling too.
Technical details
- Works on any render pipeline natively
- Editor Window based on IMGUI (no dependencies)
- Decimation core in packed into a DLL (not the editor window) for these reasons:
- The decimation core contains hundreds of files. 1 file will be more appreaciated in most projects
- It makes updates easier and safer. Since AutoLOD is in perpetual evolution, we may add and remove files from the core every few updates. No conflict is possible since a single file is entirely replaced (it is not possible to delete an old file when making a unity package, and leaving dozens of blank files is not very elegant)
- It clusters more notiecably software scopes between the user's code and the decimation API.
- The core is almost 100% unity-independant (except from the UnityEngine.Mesh class) meaning that it most likely won't break with any unity update anytime soon.
If you want to dive deeper in the decimation core with the full sources, we can provide them on request.
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