46 lines
1.8 KiB
Markdown
46 lines
1.8 KiB
Markdown
# Batcher
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This setting determines how the meshes are combined. We provide two options here:
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## MaterialPreservingBatcher
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HLOD meshes are created by grouping meshes with the same material. We use the existing material as it is.
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## SimpleBatcher
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Even if the material of adjacent meshes is different, we always merge
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the meshes and create a new material for the merged mesh. To do this
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properly, we need to combine the textures referenced by different
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materials into textures referenced by the new material, and
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accordingly perform UV-remapping when building the merged mesh. We
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have a number of settings that specifies how this process should be
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performed:
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**Pack texture size**: Sets the size of the generated texture atlas.
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**Limit texture size**: Sets the maximum area each source texture
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occupies. If (because of this setting) there is unused space after all
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source textures are copied to the generated texture atlas, HLOD system
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will try to reduce the size of the generated texture atlas.
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**Material**: Sets the material for the merged mesh. If not set, we'll
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use *Standard Shader*.
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**Textures:** An entry X-Y here means we find all textures referenced
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as property X from materials used by meshes in the HLOD hierarchy,
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merge them together into a combined texture atlas and set this texture
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atlas as parameter Y in the new generated material.
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Note that this means HLOD system would only work properly if all the
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materials used by the meshes in the HLOD hierarchy have a similar
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texture input naming convention.
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**Update texture properties:** The **Textures** setting tries to
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collect appropriate material properties for the GUI drop-down, but
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sometimes this does not work properly. Press this button if some
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material property you want to use for the **Textures** setting is
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missing. |