Virtual Texturing in Unity

After a year or so of on/off development, this project finally reached a reasonably mature alpha state. What I’ve been working on is a Sparse Virtual Texturing extension for Unity.


Workflow Overview (Full HD)


Scale Demo (Full HD)

Current features:
- Virtual textures up to 512K x 512K.
- Seamless integration with Unity Editor.
- Real-time WYSIWYG editing.
- Per-material diffuse+coverage, normal and glossiness textures.
- Per-material textures larger than 4K x 4K.
- Texture repeat / tiling.
- Trilinear filtering.

Q&A at Unity Community Forums

Public beta sign up will start towards the end of this month, Dec. 2010. The first beta build is planned for Q1 2011.

This project is built in partnership with Zona Paradoxal, Lda.

Comments (6)

jonaspauloDecember 7th, 2010 at 00:19

muito porreiro :D . já não metias algo aqui há bastante tempo

diogoDecember 7th, 2010 at 00:23

Obrigado! Estive a trabalhar no duro este tempo todo e já era altura de mostrar. Abraço

Sander van RossenDecember 7th, 2010 at 08:31

Very interesting!
Are you planning to add functionality to stamp textures or to draw onto a region (or something like that)?
If you only assign textures the regular way, you might as well use unity’s own built-in texture management, so I’m guessing you’re planning to add additional features that actually take advantage of unique per texel texturing.

diogoDecember 7th, 2010 at 12:28

Hi Sander,

Yes, stamping/painting is planned for a future release.

Definitely, that video scene is not the best example. In that scene, one would be better off using the regular texturing system.

For a bigger scene, however, one could add a crazy amount of textures well beyond the hardware limits right there in the editor.

You can assign large textures ( > 4k x 4k) and the system will bypass Unity’s texture importer to load the correct size.

Plus you do get a bit more detail by streaming in only the visible portions of the scene.

I have two collaborators working on a demo scene right now to show what we can do with this system, even without using stamping. Large continuous area, high texture detail areas and seamless transitions.

Marco MendãoMarch 13th, 2011 at 15:29

Bom trabalho adorei ver o seu decurso e as suas experiências na XNA Pizza Night, fiz uma recolha de uma reportagem que fizeram sobre o evento podes ver aqui http://2gsociety.blogspot.com/2011/03/xna-pizza-night-spring-edition-2011.html

cumps :D

diogoMarch 13th, 2011 at 16:37

Agradeço o feedback Marco. Cumprimentos :)

Leave a comment

Your comment