707 Commits over 577 Days - 0.05cph!
Use MinimalBatchRendererGroup shader
RRP: Add MinimalBatchRendererGroup shader
Submit identity array as visibleInstances, allowing BatchRendererGroup to function
Use Application.installPath instead of Path.GetFullPath when downloading map files
Use full path when loading workshop bundles
Use actual PerInstanceData buffer instead of IndirectArgs in BatchRendererGroup
Merge from /indirect_instancing
Remove now obsolete IGraphicsBuffer wrapper
Use newer GraphicsBuffer instead of ComputeBuffer
Ignore "AsyncResourceUpload failed." in server builds
Move DDraw DebugSkin out of Resources/ and attach it directly to MainCamera.prefab
Explicitly request linear colours for R and RG render targets
Request linear color space for render targets in UnderwaterPostEffect
Use absolute path when downloading world
Add automatic shader remapping to Indirect Instancing
This also properly initialises BatchRendererGroup, but getting the .bufferHandle requires a Unity mod for the time being.
(need to migrate ComputeBuffer → GraphicsBuffer first)
RRP: Add some DOTS support to Lit vertex shader
Clean up InstanceCreationInfo.material
Set debug labels for indirect instancing buffers
Fix terrain.geometryclipmaps not persisting properly
Get Unity to shut up about CBuffer setup (Rust/Standard)
Subtract mesh changes to prevent conflicts
Make some progress getting Rust/Standard to work with BatchRendererGroup
Fix a few shader compilation errors with rare variants
Move all standard shader inputs into one cbuffer, guard other files with #ifdef (included through `Standard.cginc`)
Remove conflicting shader directory
Set up layer structure in new prototype shader
Split StandardLayers into types and functions
Cherry-pick new standard shader prototype
Set up inputs for new RRP compatible standard shader
Create BatchRendererGroup on startup
Establish basic compatibility with SRP/RRP
RRP: Prevent NRE from destroyed cameras
Added statistical analysis for mesh sizes to Indirect Instancing Tools
Enable Read/Write for 2752 meshes below 128 KB
Added basic support for occlusion culling to indirect instancing
Fixed hack test not correctly skipping single draw renderers
Disable fallback rendering by default
Added `hack_test` option to simulate the potential performance gains from rendering multiple separate meshes with a single render node.
merge from /indirect_instancing
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Remove _CommandID shader property to not ever confuse any shader compilers