Ica Skinned Mesh is a compute shader based skinner that focuses on skinning high-quality digital humans. Its a replacement for the built in “Skinned Mesh Renderer” component, that enables state of the art skinning techniques that used by many AAA games.
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This is a paid asset, but now you can download the “Ica Skinned Mesh” for FREE. Please note that this package is provided solely for learning purposes or to test the product before purchase, and not for commercial use.
Ica Skinned Mesh v0.2.14
“If possible, please buy the package to support the developer”
Description
???? When To Use
– You are working on realistic characters for games or cinematic projects.
– Your character model have a lot of blendshapes and reducing the performance (10-500+).
⭐ Dual Quaternion Skinning (DQS) with Scale
Say goodbye to volume loss with DQS, the gold standard for realistic deformation. DQS solves the volume loss issue on skinned meshes, mostly seen at joints. You probably already familiar with DQS since it is standard in 3D Modelling applications(called “Preserve Volume” in Blender). It also supports uniform scaling of individual bones.
⭐ Optimized Blend Shape Processing
Process all blend shapes in a single compute shader dispatch, improving performance by up to 4x compared to Unity’s built-in Skinned Mesh Renderer, when a lot of blendshapes is active at same time.
Perfect for character models that have high amount of blend shapes.
⭐ Accurate Normal & Tangent Recompute
Fix inaccurate lighting caused by multiple blend shapes affecting the same vertex.
Utilizes a compute shader pipeline for runtime recalculation of normals and tangents, ensuring correct results at every frame.
⭐ Runs Editor time
All Ica Skinned Mesh components works on edit time too, what you see in edit time is what you get in runtime ???? Also fast play mode options are supported.
⭐ Attachment Skinner
Attachment Skinner is an alternative way of skinning for meshes that is meant to follow a base mesh, for example, clothing, 3d decals.
It does not use bone or blend shape information, instead an attachment follows their base shape whenever it deforms.
This results much faster computation, for applicable meshes. Also reduces both vram and disk consumption.
Also since it does not required to transfer weight painting and blend shapes from base mesh, it simplifies asset creation pipeline significantly.
???? Why Choose This Asset?
– Built for Performance: Ica Skinned Mesh built for high performance from very first iteration, based on the experience of author’s previous DOTS based normal recalculation asset. Its prioritizes use of compute shaders whenever algorithms allow, and using DOTS on CPU side.
– Ongoing Support: Used and supported by the author continuously.
– Non-Disruptive Integration: Ica Skinned Mesh read bone transforms and handles the skinning part, it does not not interfere with other plugins that work on IK, Animation, Shader etc.
???? Package Includes
Three Components:
– Ica Skinner System: Process all other Ica Renderers in the scene on every frame.
– Ica Skinner: Main component of the asset and a replacement for built in SMR
– Ica Attachment Skinner Attachment skinner deform meshes to follow a base Ica Skinner.
⚡Requirements
– Unity 22 LTS or higher (motion vectors require minimum v6)
– Compute Shader Support
Technical details
Fully GPU Accelerated via optimized Compute Shaders
Dual Quaternion Skinning with Scale Support
Post-Deformation Normal Recompute
High Performace Blend Shape Skinning
BIRP, URP, HDRP Supported (Render pipeline agnostic), Compute Shader Capable Platform required