Publisher | Corvostudio di Amadei Marco |
---|---|
File size | 4.28MB |
Number of files | 33 |
Latest version | 1 |
Latest release date | 2020-08-24 03:15:14 |
First release date | 2020-08-24 03:15:14 |
Supported Unity versions | 2018.4.2 or higher |
Tired of popping in Unity LOD System?
LCFS is the final AAA solution for the Level of Detail (LOD) transitions in Unity 3D (URP only, for the moment.).
It will reduce or even hide the popping for the Unity LOD Group component between different LOD levels, and even when the objects fades out in distance.
Setup Guide
Shader Graph API
How does this works?
When the Unity LOD system replaces the 3d model to be rendered, a fading applied by dithering or transparency interpolates and hides any "popping effect".
You don't need any particular implementation, just set your LOD component to "Cross Fade" and apply an LCFS material to your model. The package comes with three setted up PBR materials with 3 different transitioning effects: Dithering, Half Dithering and Transparency.
And what if I am using a custom shader?
No problem at all!
You can edit any Shader Graph shader adding one of the CrossFading nodes to the alpha channel. Basically, any shader can integrate this system.
•Dithering: Best type of LOD fading, but sometimes creates artifacts on shadows during the transition.
•Half-Dithering: If you need more stable shadows this system will fade the LOD level in a more lightweight and stable way.
•Transparency: Works just like Half-Dithering, but using transparency instead. This is a little more GPU expensive, but supports transparent materials, like glass water and ice.
Your model can have different types of LCFS shaders in different LOD levels, for example you may want to have a transparent LCFS shader in first LOD level, and a dithering one on other LOD levels.
LCFS is the final AAA solution for the Level of Detail (LOD) transitions in Unity 3D (URP only, for the moment.).
It will reduce or even hide the popping for the Unity LOD Group component between different LOD levels, and even when the objects fades out in distance.
Setup Guide
Shader Graph API
How does this works?
When the Unity LOD system replaces the 3d model to be rendered, a fading applied by dithering or transparency interpolates and hides any "popping effect".
You don't need any particular implementation, just set your LOD component to "Cross Fade" and apply an LCFS material to your model. The package comes with three setted up PBR materials with 3 different transitioning effects: Dithering, Half Dithering and Transparency.
And what if I am using a custom shader?
No problem at all!
You can edit any Shader Graph shader adding one of the CrossFading nodes to the alpha channel. Basically, any shader can integrate this system.
•Dithering: Best type of LOD fading, but sometimes creates artifacts on shadows during the transition.
•Half-Dithering: If you need more stable shadows this system will fade the LOD level in a more lightweight and stable way.
•Transparency: Works just like Half-Dithering, but using transparency instead. This is a little more GPU expensive, but supports transparent materials, like glass water and ice.
Your model can have different types of LCFS shaders in different LOD levels, for example you may want to have a transparent LCFS shader in first LOD level, and a dithering one on other LOD levels.