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Question by MasterReDWinD · Nov 16, 2019 at 08:30 PM · terraingraphicsgpu

Geometry Clipmaps

Hi,

I'm trying to implement the GPU Gems version of Geometry Clipmaps in Unity : article.

The article creates a number of `footprints' composed of constant vertex and index buffers, as shown in the image below. These are then translated and scaled in a vertex shader to produce variations on the pattern in the image.

alt text

How can I replicate this process in Unity? At the moment I have one GameObject and Mesh for each grey Block, one for every four green pieces and for every 'L' shaped blue piece (the grey pieces are kept separate for frustum Culling, the green and blue are actually combined meshes). All this results in lots of Meshes and GameObjects.

How can I do this in the way the article does?

Thanks for any help.

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