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Unity3D City

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Published on Nov 24, 2010

Modeled by Sean McDonald http://www.vimeo.com/twotone and http://www.youtube.com/djkorova

A link to my blog: http://flasharp.blogspot.com/2010/11/...

Before hand, this scene had one directional light and quite a few draw calls that slowed performance. I had the camera in forward render mode (no point lights so I don't need deferred render mode). Then I light mapped the entire scene and changed the rendering path to Vertex Lit. This immediately gave me a much better frame rate. I then baked in Occlusion Culling so that only the geometry that is seen by the camera is sent to the render pipeline which yielded a well optimized environment

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