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How to split a large textured mesh of a campus in unity using LOD(Level of Detail) management ,and/or visibility culling?
I have a large textured model of my campus with 35Million triangles. I want to render this model in Unity to ultimately create a VR walkthrough of the campus. On importing the mesh in unity (.fbx format) unity automatically splits the mesh into hundreds of sub meshes. But the resultant textured mesh seems to have very low quality in unity as compared to the original one(Textures appear washed out). I realize that I will have to do mesh splitting using Hierarchical Level of Detail management integrated with occlusion culling or using some out of core rendering algorithms after analysis the research works. But I want to know how to proceed with it?
What all features does unity has or supports ?How can I begin ??Any help , regarding this is appreciated.
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