Clayxels
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Last updated
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Sculpt and animate your assets inside Unity and give your game a whole new set of interactive volumetric capabilities. - you can sculpt and then animate assets directly in Unity without the need for complex mesh operations - everything stays interactive, what you do in the editor works in game just as well - fast level design iterations, clayxels can help you achieve complex architectural shapes in a matter of seconds - export to FBX to move your clayxels models to any external package if you need so Clayxels works with plain, simple points. - the point cloud that clayxels generates is shaded per vertex, rendering it is as cheap as a standard mesh - nothing stops you from interactively creating volumes during gameplay. Only at that point a compute-shader will update the point cloud (this is of course a GPU heavy operation that will impact on your FPS) - clayxels can be animated in editor or used with procedural motion at runtime - physics work with standard colliders, you can even use clayxels to generate its own mesh colliders Open C# code, editable render shaders and signed-distance functions, but you can ignore all of that if you like. Clayxels works by simply moving around standard Unity GameObjects. - Extend or hack the provided APIs or simply move Unity's standard GameObjects to interact with the volumes - Write new shaders via code or use Amplify Shader to customize the existing shaders with nodes - All the mathematical functions are exposed and you can add your own to change how the signed distance field is generated Current limitations (subject to change as development progresses): - performance will vary a lot depending on the available GPU, this is especially relevant if you plan on using clayxels at runtime in your game - it is preferable to use clayxels on machines with a dedicated GPU to get optimal performance - mobile targets are untested and will work using the included baking functionality only - webgl is not a supported target