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Impostors workflow #madewithunity
68,237 görüntüleme • 1 yıl önce •via X (Twitter)
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Finally manage to find `non-destructible` and easy to use impostor workflow and decide to share it because I feel that it is something that a lot of people are missing in Unity.

I tried few assets and found `Impostor Builder` to be the one which seem to be most scalable and non-destructive. Had to do few hacks to integrate better in editor but these are minor changes cause it allow already for custom nodes etc.

Assets created on gif are impostors builders with slot for impostor graph ( very similar to shader graph ). In this way we can easily adjust graphs to include different methods for packing textures, saving it in project etc.

I mainly use two graphs: one for all HDRP textures (Albedo, Mask, Normal) and another optimized one storing Albedo in RGB and NormalAlphaDepth in RGBA. I use the second graph in 90% of cases for maximum impostors and memory optimization.

Also if anyone would be interested, most of the vegetation comes from @NatureDeveloper

Forgot to mention one more thing that Impostor Graph does well: it captures the true scene Albedo, Normals, and other surface details. This is super helpful because usually, you have to recreate the original shader logic in a special impostor shader, which can be a real pain

absurd how good it looks. Seems to be super performant as well. Well done!

Thanks <3

What?? This looks so good!!

Appreciate it. Thanks


