Unity 3d DOTS: silent hill realtime mesh peeling dissolving, ECS Jobs
This was my first project when unity 2018 launched the basics of the now called DOTS. Thanks to shadergraph I was able to put all animation inside the shader and optimise the Jobs to handle as less data as necessary. This allows for massive scenes beeing peeled in realtime during normal gameplay. 1. system converts any mesh into it s triangle as single entities. 2. system activates the animation of each single triangle at random or directionbased 3. system adjusts the value of vertice displacement in the inst
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