Let’s do it.
step 1: Create a plane name is “ground”.
step 2: Create first level cubes and setup all cubes layer to “level1”.
step 3: Create first level camera name is “camLevel1” then set “Clear Flags=Depth Only”,“Culling Mask=level1”,“Clipping Planes:near=default,far=10”,“Depth=10”
step 4: Create second level cubes and setup all cubes layer to “level2”.
step 5: Duplicate the first level camera name is “camLevel2” then set “Clear Flags=Depth Only”,“Culling Mask=level2”,“Clipping Planes:near=10,far=20”,“Depth=9”
step 6:Create third level cubes and setup all cubes layer to “level3”.
step 7: Duplicate the second level camera name is “camLevel3” then set “Clear Flags=Depth Only”,“Culling Mask=level3”,“Clipping Planes:near=20,far=500”,“Depth=8”
step 8: Create a main camera name is “camlevel0” with same position and rotation above all cameras then set “Clear Flags=SkyBox”,“Culling Mask=mixed(exclude:level1,level2,level3)”,“Clipping Planes:near=default,far=500”,“Depth=0”,Drag all level cameras to camLevel0 in hierarchy then camLevel0 is parent of camLevel1,camLevel2,camLevel3.
OK.we are finished a simply LOD with three levels detail.
Thats a cool approach. Does it run fairly well? I would think all the culling passes would add up, and it would be kind of a pain if you say wanted something that wasn’t lod to be mixed between renders.
Not sure if I should start a new thread or necro post here.
I want to use something like this for a project, rather than use a script and checking distance values every few frames because there will be too much cpu overhead( and I am not using Unity Pro’s lod for this project). I noticed some ps2 games seem to do something like this post’s lod method(final fantasy12 for instance).
However, The method described in the post has the issue that the lod layers always draw over the background layer. Is there a way around this? Right now it seems the solution is to have every background object belong to every lod group and get rid of the background layer all together. However then the lod isn’t that beneficial because the background level is rendered multiple times within the view frustum of each lod. Any ideas?