Using GPU to implement large-amount animation characters rendering. The animation map for vertex shader to modify the vertex position of the mesh at runtime. Useing GPU instancing to reduce draw calls.
The initial version was released on GitHub on 30 Jul 2017, and of course, it is still on GitHub. However, if you can buy me a cup of coffee, I will be very happy :-).
❤️ Animation Baker and Instancing for Animated Characters on Asset Store
Recently I added support for Unity 2019, so it can be used from Unity 5.x to Unity 2019.
And I will create a video tutorial to demonstrate how to use it. If you want to know more about the implementation behind it, you can read this article I wrote.
✓Using the animation map to modify the position of vertices of your characters at runtime to avoid a lot of cost of skin calculation.
✓Using GPU Instancing to reduce the number of draw calls, only 20 draw calls are needed to render 10,000 soldiers playing attack actions in the demo scene.
• Sep 8, 2020 – CI/CD pipeline on GitHub
• Aug 29, 2020 – Support Unity 2019+
• 30 Jul 2017 – Initial release
RTS Mini Legion Footman Handpainted
animated characters without animator & skinnedmeshrender.
10,000 animated characters with 22 drawcalls.
How To Render 10,000 Animated Characters With 20 Draw Calls In Unity