探秘UnityGpuInstancedAnimation:大规模动画渲染的高效解决方案

探秘UnityGpuInstancedAnimation:大规模动画渲染的高效解决方案

UnityGpuInstancedAnimationUnity animation object with gpu instancing.项目地址:https://gitcode.com/gh_mirrors/un/UnityGpuInstancedAnimation

在当今的游戏开发与虚拟现实领域,追求极致性能与视觉效果是不变的主题。针对这一需求,我们带来了开源宝藏——UnityGpuInstancedAnimation。这个项目基于NVIDIA GPUGems3中的《Animated Crowd Rendering》理论,巧妙地解决了在Unity引擎中实现大规模动画对象渲染时的性能瓶颈。

项目简介

UnityGpuInstancedAnimation是一个专为Unity设计的插件,旨在通过GPU实例化技术优化具有大量动画角色的场景渲染。它绕过了Unity对SkinnedMeshRenderer在GPU实例化上的限制,利用自定义技术让每一个帧都跳动着效率与艺术的火花。该插件适用于至少Unity 5.4及以上版本,最佳实践环境为Unity 2017.1.3f1。

技术深度解析

在这个项目中,开发者将复杂的骨骼矩阵信息烘焙到纹理中,每帧动画通过UV坐标读取相应的矩阵数据进行皮肤顶点变换。这种创新性地使用纹理存储关键动画数据,并通过MaterialPropertyBlock传递播放控制信息的方法,使得每个动画实例直接由GPU处理,极大提高了渲染效率。然而,这也意味着与Unity的Mecanim系统不兼容,要求开发者手动管理动画状态和混合逻辑。

应用场景广泛

想象一个繁忙的中世纪市场,或是熙熙攘攘的城市街道,成百上千的角色同时活动,每一动作流畅自然,却不对硬件造成负担。UnityGpuInstancedAnimation特别适合这些需要大量动态人物或复杂动画场景的项目,尤其是在性能敏感的移动平台上,其高效的处理方式能够显著提升用户体验,而不会牺牲画面质量。

项目亮点

  • 高性能渲染:即便是密集的动画角色,也能保持游戏流畅运行,特别是在移动端的优化极为突出。
  • 内存友好:通过纹理存储动画数据,即使包含多动画和骨骼的复杂模型,占用的空间也相对较小。
  • 专为解决痛点:直击Unity GPU实例化不支持骨骼动画渲染的问题,提供了一条全新的路径。
  • 快速上手:提供了详细的快速入门指南,从预置场景到自定义FBX文件的集成过程简便直观。

尽管存在与Mecanim系统的兼容性限制,以及需要手工编写更细致的动画控制逻辑的挑战,但对于寻求优化大规模动画场景性能的开发者而言,UnityGpuInstancedAnimation无疑是一个值得探索的强大工具。它迫使开发者跳出框架,自主构建动画管理系统,同时也为游戏和互动体验打开了新的可能性。

想要体验大规模动画渲染带来的震撼?不妨亲自尝试UnityGpuInstancedAnimation,开启你的高效渲染之旅。

UnityGpuInstancedAnimationUnity animation object with gpu instancing.项目地址:https://gitcode.com/gh_mirrors/un/UnityGpuInstancedAnimation

BETA RELEASE Download Demo Build (Windows PC)​ Crowd Animations is an extension for GPU Instancer, and requires it to work. Support Forum | Documentation | F.A.Q. Crowd Animations is an out of the box solution for using massive amounts of animated characters in your scenes with high performance. CA uses the GPU Instancer core and adds GPU skinning techniques on top of GPUI’s indirect instancing solution and GPU culling techniques. This results in a combination which will allow you to get the most out of GPU Instancing in Unity for your animated characters. ——————————— FEATURES ——————————— – Indirect GPU instancing with skinned meshes. – GPU frustum, occlusion and distance culling. – VR compatible. Works with both single pass and multipass rendering modes. – Supports Standard, LW, HD and Universal Render Pipelines. – Custom shader support (requires manual set-up). – Animation Blending (up to 4 animations). – Multiple skinned mesh renderers and submeshes support. – LOD Groups support (all LOD meshes must use the same rig). – Bone attachments. – Root Motion support. – Ability to use custom shadow distance per prototype and to choose the LOD to render shadows with. – Automatic detection of added and removed instances without any additional code. – Rigidbody and physics support. – Custom animation event system. – Easy to use interface. Crowd Animations supports two different animator workflows: Mecanim Animator: You can use the Unity Mecanim Animator to handle the state machine for animations as usual, and GPUI will read the animator states from the Mecanim Animator. This will let you use your existing Animators and scripts with Crowd Animations, and make it possible to use indirect GPU Instancing out of the box with all the GPUI features such as GPU frustum and occlusion culling. This workflow increases GPU performance while rendering skinned meshes, but it won’t be an ideal solution for projects that are CPU bound since the Mecanim Animator will still create an o
GPU Instancer is an out of the box solution to display extreme numbers of objects on screen with high performance. With a few mouse clicks, you can instance your prefabs, Unity terrain details and trees. GPU Instancer provides user friendly tools to allow everyone to use Indirect GPU Instancing without having to go through the deep learning curve of Compute Shaders and GPU infrastructure. Also, an API with extensive documentation is provided to manage runtime changes. --------------------------------- Features --------------------------------- - Out of the box solution for complex GPU Instancing. - VR compatible. Works with both single pass and multipass rendering modes. - Mobile compatible. Works with both iOS and Android. - Easy to use interface. - Tens of thousands of objects rendered lightning fast in a single draw call. - GPU frustum culling. - GPU occlusion culling (non-VR platforms only). - Automatically configured custom shader support - Complex hierarchies of prefabs instanced with a single click. - Multiple sub-meshes support. - LOD Groups and cross-fading support (with animation or fade transition width). - Automatic 2D Billboard generation system (auto-added as last LOD). - Shadows casting and receiving support for instances (frustum culled instances still can cast shadows). - Unity 5.6 support. - Well documented API for procedural scenes and runtime modifications (examples included). - Example scenes that showcase GPU Instancer capabilities. Prefab Instancing Features: - Ability to automatically instance prefabs at your scene that you distribute with your favorite prefab painting tool. - Automatically Add-Remove prefab instances without any aditional code. - Automatic detection and updating of transform position, rotation and scale changes. - Full or area localized rigidbody and physics support. - Add-Remove-Update prefab instances with or without instantiating GameObjects (examples included). - Instance based material variations through API (similar to Material Property Blocks). - Enabling and disabling instancing at runtime per instance basis. - API to manage instanced prefabs at runtime. - Includes mobile demo scene with custom controllers. Detail Instancing Features: - Dense grass fields and vegetation with very high frame rates. - Included vegetation shader with wind, shadows, AO, billboarding and various other properties. - Support for custom shaders and materials. - Cross quadding support: automatically turns grass textures to crossed quads. - Ability to paint prefabs with custom materials on Unity terrain (with Unity terrain tools). - Ability to use prefabs with LOD Groups on Unity terrain. - Further performance improvements with automatic spatial partitioning. - API to manage instanced terrain detail prototypes at runtime (examples included). - Editor GPU Instancing simulation. Tree Instancing Features [BETA]: - Dense forests with very high frame rates. - Speed Tree support with wind animations. - Included billboard baker and renderers. - Custom vertex color wind animation support for Soft Occlusion Tree shaders. Third Party Integrations: - Gaia integration. - Map Magic integration. Planned Features: - Tree Creator support with wind animations (a limited version is currently available). - Support for animation baking and skinned mesh renderers. Requirements: - DirectX 11 or DirectX 12 and Shader Model 5.0 GPU (Windows, Windows Store) - Metal (macOS, iOS) - OpenGL Core 4.3 (Windows, Linux) - Vulkan (Android, Windows, Linux) - OpenGL ES 3.1 (Android 8.0 Oreo or later) - Modern Consoles (PS4, Xbox One) To provide the fastest possible performance, GPU Instancer utilizes Indirect GPU Instancing using Unity's DrawMeshInstancedIndirect method and Compute Shaders. GPU Instancing results in magnitudes of performance improvement over static batching and mesh combining. Also, other available solutions for GPU Instancing (including Unity's material option and the DrawMeshInstanced method) fail short on limited buffer sizes and therefore result in more draw calls and less performance. By using the indirect method GPU Instancer aims to provide the ultimate solution for this, and increases performance considerably while rendering the same mesh multiple times. For more Information: Getting Started API Documentation
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