Little utilities to help with occlusion, specifically occlusion portals.
Head to my VCC Listing and follow the instructions there.
This project uses custom git filters to reduce the amount of noise generated by Udon and UdonSharp. These filters are not required in order to contribute, though without them all UdonSharp asset files will show as modified and those “changes” should not be committed.
A few things about Occlusion Portals components:
So basically they act completely independently from anything else on the object.
In terms of functionality they behave just like a box mesh with the dimensions of the portal, with the added feature of being able to toggle it on and off at runtime. This feature appears to be truly additive without negatively affecting its effectiveness, neither increasing the occlusion data size by any noticeable amount.
If you ever thought that occlusion took colliders into consideration, now you’ll know that this is in fact not the case. It’s just Mesh Renderers and Occlusion Portals.
Open and close an array of Occlusion Portals within an area. When in the area, they are open, when outside, they are closed.
The area is defined by 1 or more trigger colliders of any kind on the object with the Occlusion Portals Toggle Area script.
Upon entering play mode or publishing, all colliders on the same object as the area script are automatically set to be trigger colliders.
com.jansharp.occlusion-utils
Undefined
1.0.2 (Changelog)
2019.4 or later
No dependencies
No legacy packages