Hi Blendy Tweeps! Be hold my new dark miracle! 0,.......,0!! My add-on can turn groups of high-poly mesh objects into a single optimized planes! Even mesh objects with gaps, overhangs and interior geometry! All With only 1 draw call!

Taste the darkness if you dare right here---->
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#blender3d #Blender #indiedev #Unity3d #3d

@Feral_3D I'm wondering how complex this 1 draw call is? What is actually ends up happening here? What am I seeing?

This this just a clever use of displacement?

@blenderdumbass 1. There's a shader using incoming & object vectors to create pseudo planes. These are sliced with a depth map to create parallax depth. 2. The plane uses true displacement, so the mesh plane faces the camera. The plane scales to reduce alpha overlap. Here's an example: an orange plane that shows the scaling behavior. (The middle model is the "instant imposters" addon. I recommend it! But for video games, you need something entirely different. That's why I made this addon.)
@Feral_3D hm...
@blenderdumbass sorry. Maybe that explanation isn't the best. The shader uses a texture atlas. So it consolidates texture information? This is so it makes the objects more efficient.