CScape is a Ultra Optimized powerful Cityscape generator that is able to create thousands of unique buildings.
Main strenght of this plugin is that it uses serious drawcall optimizations for extreme performance and sets new frontiers for realistic and performant rendering of massive worlds.
This magic is done by using few one-pass shaders/materials for a whole city landscape. This resultts in a extremely optimized performance while using Static/Dynamic Batching or Occlusion Culling. (approx 60-160 drawcalls for a city that covers a surface of 10 km2
LOD fading for building details
CScape consists of:
-advanced customized PBR shader with POM mapping helps reducing number of polygons,
while maintaining details.
-system for using simple building lo-poly template meshes, that can be customized in unity editor.
-support for day-night cycling (animated in-house lights and building illumination)
-City generator
-All buildings use a sort of fake parallax interiours, so that it gives an impression of complex meshes even in VR.
-CScape has infinite possibility of customizations of building colors and textures
-Re-lighten feature that simulates night street-light for buildings and Ambient occlusion for daylight scenes (without need to use costly lights or image effects)
-System for generating faccade style textures in easy way
-LOD system that automatically optimizes object details based on distance from camera.
-Various object arrays systems that help you put arrays of objects on building sides.
-Rooftop system
-Soon to come: Building Styles Packs, like Sci-Fi city, ’20’s New York, Italian city, Cartoon City, Apocalyptic City, Soviet City. First version includes a pack called Megacity, capable of generating thousands of different materials with a single shader.
-CDK (content developement Kit) for artists that want to make their own CScape Styles (and eventually sell them on assetstore).
-CScape works on desktop platforms
-Cscape was tested on modern phone and tablet devices. It requires OpenGLES 3 or Metal.
-Compatible with WEBGL 3.0
-CScape is highly optimized for VR on Desktop and modern mobile systems.
*CScape is in constant developement and we are adding many new features.
DISCORD SUPPORT (RECOMMENDED support channel)
1.0.4 Fixed compatibility issues with Unity 2021 1.0.4 Fixed compatibility issues with Unity 2019.3 1.0.3. -Added a Cscape Toolset utility - set of utilities for easily customizing CScape surface city Styles. -Reduced VRAM texture footprint by using compressed textures, and new internal texture compression. -Better performance by using less texture samplers. -Fixed issue with garbage pixels in 180 rendering. -Much more customization options. -Added shop awnings. -Added lightweight shop signs directly from shader. -Added possibility to use profiles/arrays for faccade color customizations, windows reflections. -Enchanced manual workflow for city generation. -Full compatibility with all Unity versions (even 2018.3 beta) -Fully rewritten CScape Relighting that now can simulate night lights and Ambient occlusion with almost no impact on performance. -Set of optimizations that make CScape render at a performance as high as 600 fps on modern graphics hardware. -Set of tools for optimizing scenes - like an integrated mesh merger - leading to reduced CPU usage. -New set of faccade textures. -Support for slanted roofs, and automatic UV mapping for models. 0.9.9.0 -Added option to compress textures and reduce a minimum build sizes by half. -Added compatibility with unity 2018.1 -Fixed mobile performance issue when using Graffiti option version 0.9.5.4 -fixed issue of floating roof elements version 0.9.5.3 -fixed player build issue -fixed problem with some buildings that use grafitti even if they have disabled graffiti option -Added automatic UV mapping option - when making building templates, now you don't have to worry about correct UV mapping. -fixed bug with lighting poles not appearing on two sides. -fixed default building colors saturation -added parks texture and material -fixed import error -Added random floor scale option version 0.9.5 -WEBGL2.0 support -Improoved Re-Lighten. Now it's possible to have nice daytime lit city with a single directional light, without any GI baking. -Improoved textures -Improoved material shader. I have spent many hours on trying to calibrate materials and improove overall look. -Better glass rendering - now reflections get's distortedlike it would in real world -Better nightime building illumination -Better management of blinds -Improved Street shader and materials -added option on using graffiti on low floors -added optional Save menu item for reducing .scene file size when saving files (will save only parametrization values, without dynamically generated meshes -Added new rooftop models and materials (hi-quality) -Added ability to add bus stations -fixed random seed generation consistency issue -Deprecated Update Colliders option. Mesh colliders are now always generated and auto updated. -Introducing experimental feature for generating slated (slated and T form angled) street layouts. This feature is experimental - but will become a default generation method in final version. version 0.9.1 -introducied Re.Lighting feature version 0.9.0 -drastically Improoved shading and textures (surface textures now use normal maps) -fixed bug when streets would change their texture after Gi baking -Added swithch for mobile version of shader -fixed bug when some of the rooftop or faccade textures would flicker -added a bonus clouds system -refactored CDK texture coding laws (now uses less texture channels) version 0.8.2 New version brings many new features. -Buildings now use POM shading for great relief fidelity. -Better PBR lighting -New textures -Added scripts for building texture arrays -Automatic project configuring script for all platforms -Introduction of new modifiers (that can position objects on building sides) -refactoring of building generation and different building positions by default. All buildings willbe rotated towards streets. -Support for using many CScape sities in one scene (this permits to treat CScape City as a district and compose your own city from many districts governated by different rules) -Introduction of support for rivers with a Lite version of NordLake shader -Building roofs now have better shading and variations -Window borders can use customized colors (blend between two colors) -New building models -new preset for Unity Post processing stack - calibrated for daytime and nightime -Added personalization of texture lightness by faccade -Added support for different sidewalk textures -Added bridges for rivers -Reduced Aliasing for far buildings version 0.6.6 -Bug fix for console spam errors version 0.6.5 -added compatibility for static batching -added compatibility for IOS devices with Metal API. -changes in city generation system. -implemented a system for building roofs -implemented system for building Advertising panels (for now, it makes panels only on left side of a street - this will change in a next verssion to support all sodes of streets - this is a Work in progress) -Implemented LOD system for rooftops and advertising panels -new building layout system: any street can contain many buildings. -this version includes many optimisations in reducing drawcalls -added lod customization system -addedpossibility to add lights for night scenes (experimental) -added support for difference in shading and diferentiation of lower floors. Note: this version doesn't introduce many new textures. They will be introduced as soon as possible.