Search Unity

  1. Check out the Unite LA keynote for updates on the Visual Effect Editor, the FPS Sample, ECS, Unity for Film and more! Watch it now!
    Dismiss Notice
  2. The Unity Pro & Visual Studio Professional Bundle gives you the tools you need to develop faster & collaborate more efficiently. Learn more.
    Dismiss Notice
  3. Improved Prefab workflow (includes Nested Prefabs!), 2D isometric Tilemap and more! Get the 2018.3 Beta now.
    Dismiss Notice
  4. Improve your Unity skills with a certified instructor in a private, interactive classroom. Watch the overview now.
    Dismiss Notice
  5. Want to see the most recent patch releases? Take a peek at the patch release page.
    Dismiss Notice

Occluding non-objects

Discussion in 'General Graphics' started by Guedez, Nov 9, 2018 at 12:16 AM.

  1. Guedez

    Guedez

    Joined:
    Jun 1, 2012
    Posts:
    46
    I have a script that manages a whole lot of "patches of grass", which is very very expensive, even though it is using Graphics.DrawMeshInstancedIndirect.
    The thing is, it's not an object, so I can't tag it as Occludee Static, even though it have bounds and don't move.
    Is there some command that lets me register a Bounds as a Occludee?
     
  2. Guedez

    Guedez

    Joined:
    Jun 1, 2012
    Posts:
    46
    Seem like it actually just works without doing anything. I've noticed that stuff don't draw if it shouldn't be visible now, even in the editor. Even stuff drawn with Graphics.DrawMesh and whatnot
    I wonder if the whole bunch of OcclusionAreas I added actually does something or not.
    All I did was set the occluders and bake, because it's not like I wouldn't benefit even if just the *other stuff that I am not attempting to optimize right now* where to be occluded, but it seems to be occluding my grass patches too, even though they are not marked as anything