userFelixcancel

389 Commits over 304 Days - 0.05cph!

1 Hour Ago
Fix class layout build error
1 Hour Ago
Fix class layout build error
3 Hours Ago
Set Read/Write and GPU instancing, fix issues with MeshCull, fix server build
3 Hours Ago
fix server build
3 Hours Ago
Found another double rendering issue in MeshCull
6 Hours Ago
Set GPU instancing on materials
6 Hours Ago
Enable Read/Write for nature assets
Today
(Test) set all meshes isReadable=0
Today
(Test) set all meshes isReadable=0
Today
Revert library setting
Today
Subtract mesh and material changes
Today
work around unity_BaseCommandID not being set
Today
work around unity_BaseCommandID not being set
Yesterday
Fix build regarding AssetDatabase
Yesterday
Fix build regarding AssetDatabase
Yesterday
Fix build error about missing TerrainTools
Yesterday
Fix build error about missing TerrainTools
4 Days Ago
Implement indirect instancing without requiring monster meshes
4 Days Ago
Set correct stencil states in all sub shaders that are used by indirect instancing in order to emulate what Unity normally does during the GBuffer pass
4 Days Ago
Implement indirect instancing without requiring monster meshes: - Use a command buffer to submit indirect draw calls referring to individual meshes - Monster meshes are disabled by default - Mesh Read/Write is no longer required - Should reclaim ~3 GB of VRAM and RAM - Calculate UV distribution metrics based on individual meshes rather than monster meshes
4 Days Ago
Instancing shaders now always access the IndirectDrawIndexedArgs buffer in order to retrieve the startInstance parameter which is no longer passed to Unity.
5 Days Ago
MegaMesh approach (1+2) WIP
5 Days Ago
Added debug functions to get a list of the largest meshes in VRAM and a counter to keep track of transparent calls in indirect instancing.
8 Days Ago
Add a function to estimate memory usage to the batching system
8 Days Ago
Move EstimateMeshBytes to an extension.
8 Days Ago
Allow drawing instances without making use of monster meshes.
8 Days Ago
Allow drawing instances without making use of monster meshes.
8 Days Ago
- Added a crude way to estimate mesh VRAM and RAM usage - Added a command to find duplicate meshes in the instancing system
12 Days Ago
Added a crude profiler that works in release builds
12 Days Ago
Added a crude profiler that works in release builds
13 Days Ago
More toggleables: merge_damage (fixed), motion_list, remove_queue
13 Days Ago
Split MotionList in separate file
13 Days Ago
- fixed mip level calculation errors for fallback objects - fixed fallback objects not properly updating when in motion
13 Days Ago
- fixed mip level calculation errors for fallback objects - fixed fallback objects not properly updating when in motion
13 Days Ago
fix build
13 Days Ago
fix build
14 Days Ago
Implement texture streaming support for the instanced fallback renderer
14 Days Ago
Implement texture streaming support for the instanced fallback renderer
14 Days Ago
Remove CombineTrivialDistancesJob
14 Days Ago
Fix NRE when trying to move an instance that previously failed the instancing checks
14 Days Ago
Prepare models and materials for instancing (once again)
14 Days Ago
merge from main
14 Days Ago
merge from main
14 Days Ago
Revert other assets
14 Days Ago
Revert materials and models
15 Days Ago
merge from main
15 Days Ago
merge from main
15 Days Ago
merge from main
15 Days Ago
Revert asset changes
15 Days Ago
Implemented support for instances in motion and other fixes