An overhead view of a battlefield filled with thousands of small animated soldiers in formations.
Project Castle crowd demo. Still frame from the creator's animation.Image © Max Kruf, Tech Art Outsource (BUas) · creator-provided, used under MIT

About this resource

TAO Vertex Animation bakes skinned-mesh animations into textures so the GPU can play them back. This lets you render tens of thousands of animated characters, each with its own animation state, without skinned mesh renderers.

Features

Model baker

  • Stores multiple animations in one Texture2DArray
  • Generates LODs, prefabs and animation books

Shaders

  • Lit vertex animation shader built in Shader Graph, with full sub-graph support
  • Interpolation between frames
  • Normal encoding and decoding

DOTS animation system

  • A small API around animation libraries and books
  • Sample systems for playing animations and spawning many characters

Status

The project was built by the Tech Art Outsource group at Breda University of Applied Sciences and last updated in 2021. Its DOTS layer targets the early preview Entities packages. The baker and the Shader Graph playback are still a useful reference for building VAT pipelines today. The creators list ideas for improvement in the README, such as per-bone animation and a separate rotation map.

Installation

Install it as a package from the git URL in the Package Manager (https://github.com/maxartz15/VertexAnimation.git). Samples are importable from the package page.