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Package details
- Latest version
- 1.23.0
- Last updated
- First released
- Unity version
- 5.3.0 or later
- Package size
- 1.7 MB
- Files
- 36
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Keywords
Voxels: Rasterizer
"Voxels: Rasterizer" converts 3D assets like meshes and terrains into voxel data utilizing the active render pipeline. You can use this data in an engine or create voxel meshes and particle effects.
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Voxels: Rasterizer screenshot 1
About this asset
Voxels.Lightrock.biz
This package is primarily developed to sample objects into three-dimensional grids using the GPU to conserve the original shading with textures and lighting of the mighty Unity renderer as much as possible*. So it carries the subtitle "Rasterizer", although the bundle contains powerful scripts to build fairly optimized assets from the collected data or export them into files.
Furthermore you are able adapt the source code of these processors or write own ones, e.g. to import data into existing voxel renderers/editors. Or you call the well designed programming interfaces of the engine from own scripts to convert 3D assets like meshes or terrains at run time.
The plug-in has been improved to work successfully in Universal and High Definition Render Pipeline. Results can be shared between various pipelines (including the standard one), if you adjust the materials.
Five processor scripts are included: The first instantiates a specified mesh for every existing voxel as a game object and is able to combine elements with the same material into single objects for performance reasons. A second one generates a particle system, where each voxels becomes a particle. The third stores the color information of all cells into one 2D texture, which can be used by the first script to minimize draw calls. And the last two are writing the information to files, where one does it as PLY and the other in the MagicaVoxel format.
Because this extension utilizes standard features of Unity it should work on (nearly) all platforms.
* The specular property can never be baked correctly into a solid color because it is view dependent. And shadow maps disappear in the current version due to the narrow clipping planes during the scanning. But both elements can still be applied on the result meshes. Particle Systems cannot be used as source objects since Unity is culling them in the sampling process.
The current price point refers to the current version. It may increase, when major features are being added to the product.
From the publisher's Asset Store listing.
Technical details
Features:
- Conversion of 3D assets into voxels using the render functionality of Unity
- Support for standard pipeline, URP and HDRP
- Ability to create meshes, particle systems and textures from voxel data
- Export functionality to MagicaVoxel and PLY files
Tested platforms:
- Unity editor
- Windows, macOS
- Android, iOS
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 2019.3.0f6 | Compatible | Compatible | Compatible |
This package may be compatible with your own scriptable render pipeline but it is safe to assume that adaptions have to be made. For that you can have a look into the Rasterizer script, in which different adjustments are being done for Universal and High Definition Render Pipeline. Still it cannot be guaranteed that every necessary step can executed without the need for enhancements on my side.
As listed on the Asset Store.