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A lightweight Unity package for visualizing triangle splats from COFF files, inspired by the Triangle Splatting project. Includes chunked loading, frustum culling, and optional mesh collider generation.

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UnityTriangleSplatting

Introduction

UnityTriangleSplatting is a Unity package for visualizing triangle splats from COFF files, inspired by the Triangle Splatting project. It supports chunked loading, frustum culling, and optional mesh collider generation for interactive exploration of large triangle datasets.

Features

  • ✅ Load and render .off (COFF) triangle files
  • ✅ Chunk-based loading for performance
  • ✅ Frustum culling for real-time optimization
  • ✅ Optional mesh collider generation
  • ✅ Vertex color support for per-vertex shading

Example

!Triangle Splatting Example

💡 You can drag and drop your own .off files into the scene and assign a material with vertex color support.

Installation

  1. Clone this repository:
    git clone https://github.com/YourUsername/UnityTriangleSplatting.git
    Open your Unity project. Drag the TriangleSplatRenderer.cs script and the Shaders folder into your project. Assign a material using the included VertexColor.shader to your triangle splats. Usage Add the TriangleSplatRenderer component to an empty GameObject. Set the path to your .off file. Assign a material that supports vertex colors. Press Play to visualize the triangle splats in the scene. Requirements Unity 2022.3+ (tested with Unity 6 beta) A COFF file with triangle and color data To-Do Runtime .off file loader via UI Support for animated splats Support for HDRP/URP out of the box License This project is licensed under the MIT License.

Contributing Contributions are welcome! Feel free to:

Open issues for bugs or suggestions Submit pull requests with improvements Share your use cases and feedback

About

A lightweight Unity package for visualizing triangle splats from COFF files, inspired by the Triangle Splatting project. Includes chunked loading, frustum culling, and optional mesh collider generation.

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