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RT Occlusion Culling
Published 7 months ago
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Dynamic Occlution Culling
Soon I will publish a Real-time Occlusion Culling system. (Dynamic Occlusion Culling)
Prepare
  • Create Occluders It must be convex. (So shapes are boxes, convex-towers, convex 2d shape)
  • Add Occludee Components to game objects
  • Enable an occlusion culling component, and set camera
  • [No need to bake]
Ingame (mechanism)
  • Find Occluder in view-frustum
  • Create Occlusion Volumes
  • Test visibility for game objects in view frustum, and disable the rendering of objects which is included in volumes
Improve the performance of rendering
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VisualWorks
VisualWorks - Programmer
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Comments
VisualWorks
a month ago
VisualWorks
Olha PopovaHi! Yesterday my colleagues bought your asset and had a problem :( It is not working with Lightweight RP. Could you pls give details how to configure settings? Or if it s a bug could you pls fix it? Looking forward to your answer)
I haven't confirmed that it's not triggered camera event like OnPreCull, OnPostRender in Lightweight RenderPipeline We are editing to enable select the timing of the culling function call. We will update the latest version soon. If you need it now, you change "OnPrecull" function to "LateUpdate" in RTOcclusionCulling.cs Thank you for your feedback.
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OP
Olha Popova
a month ago
Hi! Yesterday my colleagues bought your asset and had a problem :( It is not working with Lightweight RP. Could you pls give details how to configure settings? Or if it s a bug could you pls fix it? Looking forward to your answer)
0