Features:

* Optimized AAA quality assets and shaders, ready for use on both console and PC.

 * Example map with lighting and settings tweaked for optimal performance without sacrificing visual fidelity.

 * Opaque Water Shader using Virtual Texture sampling to create a fake shoreline and the illusion of transparency (much cheaper than using real transparency)

* Simple and optimized Landscape shader with 4 ultra realistic materials (Grass, Leaves, Twigs and Path) Utilizing Virtual Texturing for maximum performance.

* Procedural Volumes for spawning the entire forest (Spawned in numerical order)

Number of Unique Meshes: 

5x Trees ranging from sized Small to Large

8x Rocks

2x Logs/branch

10x Smaller vegetation/Ground Scatter

1x Water plane

1x Backdrop Forest Plane

Collision: 

Yes, generated convex hulls for rocks and capsules for all trees.

Vertex Count:

Trees : 1500 – 12500 (depending on size)

Rocks: 200 – 2500

Scatter: ~50-400

LODs:

Both mesh and shader LODs are present on all meshes. Trees and larger vegetation have billboards set up

Number of Materials and Material Instances:

Material instances: 67

Parent Materials: 9

Number of Textures: 127

Texture Resolutions: 1024×1024 – 4096×4096

Supported Development Platforms:

Windows: Yes

Documentation: Link (or a description of where users can find) the documentation

Important/Additional Notes:

特征:

*优化的AAA质量资产和着色器,可在控制台和PC上使用。

 *示例地图与照明和设置调整为最佳性能,而不牺牲视觉保真度。

 *不透明的水着色器使用虚拟纹理采样来创建一个假的海岸线和透明度的错觉(比使用真正的透明度便宜得多)

*简单和优化的景观着色器与4个超现实的材料(草,树叶,树枝和路径)利用虚拟纹理最大的性能。

*生成整个森林的程序卷(按数字顺序生成)

唯一网格数: 

5x树木从小到大不等

8x岩石

2x日志/分支

10x较小的植被/地面散射

1x水平面

1x背景森林飞机

碰撞: 

是的,生成的凸壳的岩石和胶囊的所有树木。

顶点计数:

树木:1500-12500(视乎大小而定)

岩石:200-2500

散射:~50-400

Lod:

网格体和着色器Lod都存在于所有网格体上。 树木和较大的植被都设置了广告牌

材质和材质实例数:

材料实例:67

家长资料:9

纹理数量:127

纹理分辨率: 1024×1024-4096×4096

支持的开发平台:

Windows:是的

文档:链接(或用户可以在哪里找到的描述)文档

重要/附加注意事项:










Update 1.2 :

Imposters now work correctly with UE5.

Update 1.1 :

* Tweaked some LOD distances and LOD materials on some trees.

* Tweaked the middle LODs on Large Trees to give a better seamless transistion.

* Tweaked some scattering rules and distances to improve visuals.

Videos:

CONTENT SHOWCASE

PERFORMANCE METRICS

This contains the full Unreal Engine 4.26 project for a densely populated, 1×1 km, procedurally placed forest scene, along with all models, textures, shaders, project settings, lighting.

I’ve taken taken great care to optimize every piece of the content to extremely high degrees. Content is tweaked to be able to run on “last gen” hardware (PS4/XBone)

Each asset has been set up with both Mesh and Shader LODs (reducing shader complexity even further at a distance).

I have taken the same care here with optimizing and polishing as I would if the content was for a shipping game , perhaps even pushing it just a little bit further even!

The provided example map and content has been tweaked and tweaked again to fit within what I consider to be reasonable “console specs”.

Rendering about 2,5 – 3 million tris per frame, and 600-800 draw calls, running in Standalone Mode.

All trees and large vegetation have been set up with billboards for maximum performance and visuals, as well as Pivot Painter Wind for realistic movement.

Landscape shader is super optimized and set up with 4 materials, the Path Material is intended to create gameplay paths, and no procedural spawning will happen on the Path material, which makes creating visual guidance easy.

NOTE: If you want to import this into an already existing project, simply copy the entire ProceduralForest2 folder into the Content folder of your project, please be aware tho that this will break the lighting on the example level, unless you match a few Project Settings, please see NOTE 3.

NOTE2: Procedural Foliage is an Editor Preference and not a Project setting. So in order to access and place new Foliage volumes and access the extended settings, you need to go into your Editor Preferences and activate Procedural Foliage.

NOTE3: In order to get the correct lighting, visuals and performance if importing into another project, make sure you have the following under RendererSettings in DefaultEngine.ini

r.AllowStaticLighting=False

r.GenerateMeshDistanceFields=True

r.SSGI.Enable=True

r.SupportSkyAtmosphereAffectsHeightFog=True

r.VirtualTextures=True

r.DBuffer=False

r.EarlyZPass=2

r.BasePassOutputsVelocity=True

r.BasePassForceOutputsVelocity 1

r.VolumetricFog.GridPixelSize 16

r.VolumetricFog.GridSize 64

更新1.2 :

冒名顶替者现在可以正确使用UE5。

更新1.1 :

*在某些树上调整了一些LOD距离和LOD材质。

*调整了大树上的中间点,以提供更好的无缝过渡。

*调整了一些散射规则和距离,以改善视觉效果。

短片:

内容展示

性能指标

这包含了一个完整的虚幻引擎4.26项目,用于一个人口稠密的1×1公里,程序放置的森林场景,以及所有模型,纹理,着色器,项目设置,照明。

我已经非常小心地优化了每一个内容到极高的程度。 内容被调整为能够在”最后一代”硬件上运行(PS4/XBone)

每个资源都设置了网格和着色器Lod(在远处进一步降低着色器复杂性)。

我在这里采取了同样的谨慎与优化和抛光,我会,如果内容是一个航运游戏,甚至推动它只是一点点甚至!

提供的示例地图和内容已被再次调整和调整,以适应我认为合理的”控制台规范”。

渲染每帧约2,5-3百万tris,以及600-800绘制调用,在独立模式下运行。

所有的树木和大型植被都设置了广告牌,以获得最大的性能和视觉效果,以及枢轴画家风的真实运动。

Landscape shader经过超级优化并设置了4种材质,路径材质旨在创建gameplay路径,并且不会在路径材质上发生程序性产卵,这使得创建视觉引导变得容易。

注意:如果您想将其导入到已经存在的项目中,只需将整个ProceduralForest2文件夹复制到项目的Content文件夹中,请注意tho这会破坏示例级别的照明,除非您匹配几个项目

注2:程序化植物是编辑器首选项,而不是项目设置。 因此,为了访问和放置新的植物卷以及访问扩展设置,您需要进入编辑器首选项并激活程序化植物。

注3:为了在导入到另一个项目时获得正确的照明,视觉效果和性能,请确保在DefaultEngine中的Rendersettings下具有以下内容。ini拢潞

R.AllowStaticLighting=False

R.GenerateMeshDistanceFields=True

r.SSGI。启用=True

R.SupportSkyAtmosphereAffectsHeightfog=True

R.VirtualTextures=True

R.DBuffer=False

R.EarlyZPass=2

R.BasePassOutputsVelocity=True

R.BasePassForceOutputsVelocity1

r.VolumetricFog.网格大小16

r.VolumetricFog.网格大小64

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