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When optimization gets practical

Customer stories, technical guides, and deep dives into 3D content optimization pipelines.

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Batching

Handling alpha clipping with compute casters

In this blog we will have a look at how to create billboard impostors for assets using shaders with alpha clipping. The solution is to introduce a little code snippet using sg_DiscardValue and sg_PreviousValue in every sampler function.

Unity

Custom texture casting in Unity

In this post we will look at how to cast textures for custom shaders in Unity using compute casters. This is very useful if you have non-standard shaders that use custom texture channels.

Remeshing

Using your own shaders for material baking with Compute Casting

Today we will look at how to create proxies for object with custom shaders. We are going to use compute casters in combination with scene descriptions serialized to xml files to create a batch processor indented to process HLOD meshes. We'll also cover clipping planes.

Reduction

What's new in Simplygon 10.1

In Simplygon 10.1 we have focused on improving the new features added in 10.0, as well as adding new exciting features. The headline of the release is definately shader casting which we hope will make it much easier for developers to bake materials and textures. We have also added a high density reducer to tackle very high poly scanned and sculpted meshes.

Unity

Bake textures into vertex colors

In this post we are going to bake textures into vertex colors. This is useful for LODs which are really far away, where we just want some color. In order to do this, we need to disable sRBG on all texture nodes in the scene. So we'll cover how to traverse shader network as well.

Unity

Use geometry data caster to change materials on a remeshed asset

In this example we'll show how you can use geometry data casting to change materials on a remeshed asset in runtime.