Shadows were all faked with simple blob shadows.īeyond that it depends on how much you can see on screen. For our project we baked the lighting into the meshes' texture atlases with an external application and they were rendered using an unlit shader. However the real answer may be using no shadows or baked lighting instead. You were already kind of thinking that way, but exporting a solid colored greedy mesh with welded vertices as an explicit shadowcaster mesh can do wonders here for reducing the vertex count. Step 3: Use different meshes for shadows. Using the MagicaVoxel style color swatch texture or vertex colors can end up being better here than using a texture atlas style. This also likely won't get you as much as you might hope as the vertices may have already been split by UVs when using a texture atlas. However this requires GLES 3.0 or better, so if you're targeting GLES 2.0 devices, you're out of luck. However you may be able to get rid of some extra vertices by not using hard edges in the mesh to do the flat shading. If you have a lot of very detailed geometry (like the gravel under those tracks) then you're paying the cost of the high polycount no matter what even with the above optimization. Step 2: The above can solve many of the polycount problems, but not all. This tool on the asset store appears to do something similar letting you directly import MagicaVoxel files: Qubicle outputs much cleaner meshes, and is what we used. MagicaVoxel for instance outputs just a color swatch texture and relatively high polygon meshes if you use a lot of color variation, and that can be brutal for vertex counts. Step 1: Use voxel tool that can output a greedy mesh and texture atlas, not just vertex colors or per-color indices. The difference is tangible for me.Having done a voxel based game for mobile VR not too long ago I went through a lot of this already. P.S 2500 models with one camera and one directional light produce ~ 180 fps on gtx 1060 / i5 10400 and 230-240 fps with optimization from Qubicle. Maybe I need to remove the uv map when exporting from Qubicle and insert the uv map that MagicaVoxel generated into the model, but for now I'm figuring out how to do this in Blender. When exporting, a new uv-map is created and, as in the case of VoxelShop, I have to create my own texture and material for each model. Qubicle is the best at optimizing the grid and opening large. Out of despair, I bought Qubicle Indie Edition in incentive only for export, because it is inconvenient for work (for me personally), unlike MagicaVoxel. More often MagicaVoxel optimizes better than these scripts( I need to create a separate texture and material for each model. dae export replaces the standard MagicaVoxel uv-map. The resulting file is imported into Blender and exported to. vox files in VoxelShop and export them to. obj i can create one material for 99% of the models in the project, but MagicaVoxel does not optimize the mesh very well. I will create a script that will export all my colors to the MagicaVoxel palette and it will be both like the palette in the program and the texture of the material in Unity. The fact is that I have not completely decided on the color palette and when developing a project I want to dynamically change the colors of all models in real time. I am new to Unity and i have a problem with import multiple optimized vox models with one texture.
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