![]() ![]() Well, MegaSplat already has many of these features. ![]() I believe I'm the first person to go with this type of approach, but I think it makes a lot of sense in the world the asset store is moving into, where people expect assets to grow in usefulness over time, and integrate seamlessly with other assets. So updating means updating all the modules, and currently there's no way for me to strictly enforce that people do that or enforce that the asset store releases them all at once. Right now, MicroSplat validates that the module versions match to prevent errors, but will disable modules if the versions don't match. Potential confusing from potential users about the module approachģ. More marketing (I hate doing all the asset store images, etc, so this really increases the amount of it I need to do).Ģ. These are mostly win/wins, but there are some downsides as well:ġ. (Unity does not allow us to put analytics into asset store packages). This really bothered me in MegaSplat, because it's a massive feature set, and I have no idea which features people are using the most. I get a form of analytics about what people are using. I'm working on providing them with a stripped down version that they can use, which gives them a better shader to use in their demos, while giving me advertising for the main product.Ħ. I can allow content authors and other asset store developers to use the base shader in their assets. The free base package pulls in more potential usersĥ. The user only has to pay for what they need, so the overall package price is often less.Ĥ. I have some other graphics coders who are writing modules right now.ģ. Authors other than myself can also add their own modules. I am monetarily motivated to add awesome new stuffĢ. I've continued to add things to MegaSplat well beyond that point, because it's as much a personal interest project to me as anything else.Īnyway, going modules adds a bunch of cool bonuses to the system:ġ. ![]() The problem with the traditional asset store business model is that you don't really have a way to get paid for additional work- this is usually fine when sales are going up and additional work pulls in more users, but it's also the reason many assets at some point just sort of die- adding new features no longer becomes a valid way to increase sales, so doing the work makes the author no additional revenue, and they lose interest or move on to other things. For now, I have enough I want to do with MegaSplat that it's not a high priority to figure that out until I get that done. I'm not exactly sure where the line will be between extending MegaSplat for free and turning it into a module based system. In many cases, there is so much headroom available that you can turn on complex features like Tessellation, Triplanar, and Distance Resampling and still be much faster than other shaders.Ĭlick to expand.Well, MegaSplat already has many of these features. MicroSplat is based on a new shading optimization technique which greatly minimizes the amount of work the shader has to do verses traditional techniques. MicroSplat uses a unique shader generation system which re-writes the shader code based on what features are selected, so all features not in use are compiled out of the code, ensuring that you only pay for what you use. MicroSplat is unbelievably fast, often several times faster than competing shaders with the same feature set turned on, and is optimized for both high end and low end hardware. MicroSplat can be expanded with additional modules, each of which adds features to the core package.īonus integration module for Vegetation Studio included in the free Core module. If you don’t have a full set of PBR based textures available, MicroSplat will generate the missing data for you. Just add the MicroSplatTerrain component to any number of terrains in the scene, press the conversion button, and MicroSplat will read the textures off the existing terrain and set everything up for you. Supports full mesh workflows for non-terrain objects with the Mesh Workflow moduleĬonverting to MicroSplat is incredibly easy.Convert directly from substances at design time.MicroSplat will generate missing normal, height, smoothness, and ambient occlusion maps from the best available source. Automatic Texture conversion and packing.Significantly faster than any other terrain shader on the asset store when run with a similar feature set.Up to 32 textures on one terrain in a single pass.MicroSplat's Core shader package features: The base package is free to download, and can be extended via optional paid modules. MicroSplat is a replacement shader system for Unity Terrains. From the creator of MegaSplat comes MicroSplat, a modular terrain shading system designed around performance and ease of use. ![]()
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