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SimpleLOD C# Unity
//Made by: HolyFot
//License: CC0 - https://creativecommons.org/share-your-work/public-domain/cc0/
//For MeshRenderers (Basic Objects). Quickly swaps the mesh/materials for LODs, replacement for LOD Group.
//This is a roughdraft, but works.
using UnityEngine;
using System;
using System.Collections.Generic;
//[ExecuteInEditMode]
public class SimpleLOD : MonoBehaviour
{
public Mesh LOD0;
public Mesh LOD1;
public Mesh LOD2;
public Mesh LOD3;
public List<Material> LOD_0_Materials;
public List<Material> LOD_1_Materials;
public List<Material> LOD_2_Materials;
public List<Material> LOD_3_Materials;
public float lod0Dist = 10f;
public float lod1Dist = 20f;
public float lod2Dist = 30f;
public float lod3Dist = 50f;
public float lodTimer = 0.3f;
public Camera camera1;
private bool foundCamera;
public int currLOD;
private float currTimer;
public void Start()
{
GetCamera();
currLOD = 0;
}
void Update()
{
if (foundCamera == false)
GetCamera();
//Update LODs Timer
currTimer -= Time.deltaTime;
if (currTimer <= 0.0f)
{
UpdateMeshLOD();
currTimer = lodTimer; //Reset Timer
}
}
public void UpdateMeshLOD()
{
if (camera1 == null) return;
Vector3 camPos1 = camera1.transform.position;
if ((transform.position - camPos1).sqrMagnitude < (lod0Dist * QualitySettings.lodBias) * (lod0Dist * QualitySettings.lodBias)) //LOD 0
{
if (currLOD != 0)
{
SetLowestLODMesh(QualitySettings.maximumLODLevel);
SetLODMaterials(QualitySettings.maximumLODLevel);
currLOD = 0;
return;
}
}
else if ((transform.position - camPos1).sqrMagnitude < (lod1Dist * QualitySettings.lodBias) * (lod1Dist * QualitySettings.lodBias)) //LOD 1
{
if (currLOD != 1)
{
SetLowestLODMesh(QualitySettings.maximumLODLevel + 1);
SetLODMaterials(GetLowestLODMats(QualitySettings.maximumLODLevel + 1));
currLOD = 1;
return;
}
}
else if ((transform.position - camPos1).sqrMagnitude < (lod2Dist * QualitySettings.lodBias) * (lod2Dist * QualitySettings.lodBias)) //LOD 2
{
if (currLOD != 2)
{
SetLowestLODMesh(QualitySettings.maximumLODLevel + 2);
SetLODMaterials(GetLowestLODMats(QualitySettings.maximumLODLevel + 2));
currLOD = 2;
return;
}
}
else if ((transform.position - camPos1).sqrMagnitude < (lod3Dist * QualitySettings.lodBias) * (lod3Dist * QualitySettings.lodBias)) //LOD 3
{
if (currLOD != 3)
{
SetLowestLODMesh(QualitySettings.maximumLODLevel + 3);
SetLODMaterials(GetLowestLODMats(QualitySettings.maximumLODLevel + 3));
currLOD = 3;
return;
}
}
}
public void SetLODMaterials(int lod)
{
Material[] currMats;
bool wasSuccess = false;
switch (lod)
{
case 0: //LOD 0
if (LOD_0_Materials.Count > 0)
{
int existingMatsCount = 0;
currMats = new Material[LOD_0_Materials.Count];
for (var x = 0; x < LOD_0_Materials.Count; x++)
{
currMats[x] = LOD_0_Materials[x];
if (LOD_0_Materials[x] != null)
existingMatsCount++;
}
if (existingMatsCount / LOD_0_Materials.Count > 0.5f) //Atleast 50% of materials exist
{
GetComponent<Renderer>().sharedMaterials = currMats;
wasSuccess = true;
}
}
break;
case 1:
if (LOD_1_Materials.Count > 0)
{
int existingMatsCount = 0;
currMats = new Material[LOD_1_Materials.Count];
for (var x = 0; x < LOD_1_Materials.Count; x++)
{
currMats[x] = LOD_1_Materials[x];
if (LOD_1_Materials[x] != null)
existingMatsCount++;
}
if (existingMatsCount / LOD_1_Materials.Count > 0.5f) //Atleast 50% of materials exist
{
GetComponent<Renderer>().sharedMaterials = currMats;
wasSuccess = true;
}
}
break;
case 2:
if (LOD_2_Materials.Count > 0)
{
int existingMatsCount = 0;
currMats = new Material[LOD_2_Materials.Count];
for (var x = 0; x < LOD_2_Materials.Count; x++)
{
currMats[x] = LOD_2_Materials[x];
if (LOD_2_Materials[x] != null)
existingMatsCount++;
}
if (existingMatsCount / LOD_2_Materials.Count > 0.5f) //Atleast 50% of materials exist
{
GetComponent<Renderer>().sharedMaterials = currMats;
wasSuccess = true;
}
}
break;
case 3:
if (LOD_3_Materials.Count > 0)
{
int existingMatsCount = 0;
currMats = new Material[LOD_3_Materials.Count];
for (var x = 0; x < LOD_3_Materials.Count; x++)
{
currMats[x] = LOD_3_Materials[x];
if (LOD_3_Materials[x] != null)
existingMatsCount++;
}
if (existingMatsCount / LOD_3_Materials.Count > 0.5f) //Atleast 50% of materials exist
{
GetComponent<Renderer>().sharedMaterials = currMats;
wasSuccess = true;
}
}
break;
}
if (wasSuccess)
Debug.Log("[SimpleLOD] " + this.transform.root.name + " Swapped LOD Mats to: " + lod);
}
public int GetLowestLODMats(int desired)
{
if (desired >= 3)
{
if (LOD_3_Materials.Count > 0)
return 3;
if (LOD_2_Materials.Count > 0)
return 2;
if (LOD_1_Materials.Count > 0)
return 1;
if (LOD_0_Materials.Count > 0)
return 0;
}
if (desired == 2)
{
if (LOD_2_Materials.Count > 0)
return 2;
if (LOD_1_Materials.Count > 0)
return 1;
if (LOD_0_Materials.Count > 0)
return 0;
}
if (desired == 1)
{
if (LOD_1_Materials.Count > 0)
return 1;
if (LOD_0_Materials.Count > 0)
return 0;
}
if (desired == 0)
{
if (LOD_0_Materials.Count > 0)
return 0;
}
return 0;
}
public void SetLowestLODMesh(int desired)
{
MeshFilter mf1 = GetComponent<MeshFilter>();
if (desired >= 3)
{
if (LOD3 != null)
mf1.sharedMesh = LOD3;
if (LOD2 != null)
mf1.sharedMesh = LOD2;
if (LOD1 != null)
mf1.sharedMesh = LOD1;
if (LOD0 != null)
mf1.sharedMesh = LOD0;
}
if (desired == 2)
{
if (LOD2 != null)
mf1.sharedMesh = LOD2;
if (LOD1 != null)
mf1.sharedMesh = LOD1;
if (LOD0 != null)
mf1.sharedMesh = LOD0;
}
if (desired == 1)
{
if (LOD1 != null)
mf1.sharedMesh = LOD1;
if (LOD0 != null)
mf1.sharedMesh = LOD0;
}
if (desired == 0)
if (LOD0 != null)
mf1.sharedMesh = LOD0;
}
public void GetCamera()
{
try
{
camera1 = Camera.main;
foundCamera = true;
}
catch (Exception e)
{
Debug.Log("[SimpleLOD] Couldn't find Main Camera: " + e.Message);
}
}
}
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