MIT License

项目介绍

Zarbuz/VoxToVFX 是一个托管在 GitHub 上的开源项目,主要使用 C# 编写,采用 MIT License 许可证,目前获得 82 个 Star、7 次 Fork。

仓库全名
Zarbuz/VoxToVFX
开源许可证
MIT License
Star 数
82
Fork 数
7

README 摘要

VoxToVFX Requirements Unity 2021.2 VFX Graph HDRP Enable Eperimental Operators/Blocks (Edit > Preferences > Visual Effects) What is VoxToVFX ? VoxToVFX allows you to import a MagicaVoxel project into Unity using the new VFX Graph. No mesh is created, so the import process for huge world is very quick ! All voxels are particles rendered on the GPU. It support also world regions of MagicaVoxel so you can import world…

完整内容见 GitHub 原始 README 或本页 。

常见问题

VoxToVFX 用什么语言开发?

主要使用 C# 编写,采用 MIT License 许可证,目前有 82 个 Star。

VoxToVFX 可以免费商用吗?

仓库采用 MIT License 许可证,可免费使用与修改,商业使用请遵守许可证条款(例如保留版权声明与许可声明)。

如何获取 VoxToVFX 的源码?

可以直接克隆仓库:git clone https://github.com/Zarbuz/VoxToVFX.git;安装与运行步骤见仓库 README。

VoxToVFX 最近还在维护吗?

仓库最近一次更新为 2022年11月20日,当前没有未关闭的 Issue;Star 数为 82,可作为社区活跃度的参考。

关于

GitHub 原始描述(英文)

Import a MagicaVoxel project to Unity using the new VFX Graph

描述取自 GitHub 官方 API,保持仓库作者书写的原文。

简要分析

热度分
178
价值分
59
活跃状态
活跃

语言占比

C#
HLSL
JavaScript
ShaderLab

Release

贡献者

README

VoxToVFX

Requirements

  • Unity 2021.2
  • VFX Graph
  • HDRP
  • Enable Eperimental Operators/Blocks (Edit > Preferences > Visual Effects)

What is VoxToVFX ?

VoxToVFX allows you to import a MagicaVoxel project into Unity using the new VFX Graph. No mesh is created, so the import process for huge world is very quick ! All voxels are particles rendered on the GPU. It support also world regions of MagicaVoxel so you can import world bigger than 126^3.

How to use it ?

You need to convert first your vox file at the runtime. This conversion step is very quick and it convert your files into different chunks with 3 levels of details. Once your model is converted, a .zip file is created: it contains all the chunks data.

Then you can import the data.

Custom version of Visual Effect Graph 12.1.7

I made a fork of the Visual Effect Graph to be able to use more than 16 contexts since it’s not possible to use per-particle sub-mesh mask. The modification is in the file “[email protected]\Editor\Data\VFXData.cs” line 400 : if (contextCount > 16) throw new InvalidOperationException(string.Format("Too many contexts that use particle data {0} > 16", contextCount));

Change 16 to 32

TODO

  • Add support for cloud material
  • Add support for realtime raytracing (will need Unity 2022.2 in the future)

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