GPU ECS Animation Baker combines the power of DOTS ECS with GPU Animation baking & instancing to allow you to animate tens of thousands of individually animated characters
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This is a paid asset, but now you can download the “GPU ECS Animation Baker” for FREE. Please keep in mind that this package is provided only for learning purposes or to test before buying the product, NOT FOR COMMERCIAL PURPOSES.
GPU ECS Animation Baker v1.3.6 (Latest version)
GPU ECS Animation Baker v1.3.5
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Description
The GPU ECS Animation Baker allows you to convert your existing animators & skinned mesh renderers to GPU ECS animators.
The animators are convertable to ECS entities and the animations run entirely on the GPU.
This allows you to add crowds of animated characters to your Unity game. You can build real-time strategy games with large armies of individually animated characters, while preserving a decent framerate.
Technical details
GPU ECS Animation Baker will bake all vertex bone weights into the UV channels of the meshes (uv1, uv2 & uv3) + all the bone transforms per frame into animation textures.
A custom vertex shader will take care of the rest.
An ECS animation system takes care of updating the shader values for each frame.
The custom vertex shader is implemented as a ShaderGraph Subgraph, so it can be easily integrated in any of your existing ShaderGraph shaders.
The baker supports LODS, blending & transitions.
In principle, all features that are supported by the Skinned mesh renderer, can be used during the baking process into the animation textures, although it’s important to realize that the skinned mesh renderer is not used at runtime, only during baking.