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684 Commits over 547 Days - 0.05cph!

Today
Rebase on /main
Today
Subtract mesh changes to prevent conflicts
11 Days Ago
Make some progress getting Rust/Standard to work with BatchRendererGroup
13 Days Ago
Fix a few shader compilation errors with rare variants
13 Days Ago
Move all standard shader inputs into one cbuffer, guard other files with #ifdef (included through `Standard.cginc`)
13 Days Ago
Remove conflicting shader directory
13 Days Ago
Fix shader errors
13 Days Ago
Set up layer structure in new prototype shader
13 Days Ago
Split StandardLayers into types and functions
13 Days Ago
Cherry-pick new standard shader prototype
18 Days Ago
Set up inputs for new RRP compatible standard shader
20 Days Ago
Create BatchRendererGroup on startup
20 Days Ago
Establish basic compatibility with SRP/RRP
20 Days Ago
RRP: Prevent NRE from destroyed cameras
25 Days Ago
rebase on main
33 Days Ago
Added statistical analysis for mesh sizes to Indirect Instancing Tools
33 Days Ago
Enable Read/Write for 2752 meshes below 128 KB
33 Days Ago
Added basic support for occlusion culling to indirect instancing
33 Days Ago
Fixed hack test not correctly skipping single draw renderers
34 Days Ago
Disable fallback rendering by default
34 Days Ago
Added `hack_test` option to simulate the potential performance gains from rendering multiple separate meshes with a single render node.
34 Days Ago
merge from /indirect_instancing
34 Days Ago
rebase on main
39 Days Ago
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39 Days Ago
Remove _CommandID shader property to not ever confuse any shader compilers
39 Days Ago
fix server build
39 Days Ago
Render single-draw commands through Graphics.RenderMeshIndirect()
39 Days Ago
Check Unity object lifetime before calling onVisibilityChanged callback
40 Days Ago
avoid NRE when enabling indirect instancing
40 Days Ago
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41 Days Ago
merge from indirect_instancing
41 Days Ago
rebase on main
41 Days Ago
* Turn `_PARTICLELAYER_ON` back to a multi_compile keyword to fix snow coverings. * Reject renderers with property blocks that set `_ParticleLayer` from instancing. * Keep renderers non-instanced when `indirect_instancing.fallback` is disabled. * Store reasons for reject/fallback and display it in the debug overlay. * Do not spam the console about fallback instances. * Rename ConVars monsters/non_monsters to multi_draw/single_draw for consistency. * Guard dangerous Indirect Instancing ConVars behind ClientAdmin. * Display the current biome when running `terrain.debug`.
42 Days Ago
Fixed slot machine not animating with Indirect Instancing
43 Days Ago
rebase on main
46 Days Ago
merge from /indirect_instancing
46 Days Ago
resolve conflicts
46 Days Ago
merge from main
46 Days Ago
* Add an extra update call at the end of the frame after spawning instanced objects to catch spawn-then-move position errors. * Only deal with valid LOD states and skip invalid states both in the middle and at the end of the state array. * Reject renderers without materials outright.
47 Days Ago
merge from indirect_instancing
47 Days Ago
Fixed NRE and missing objects after toggling Indirect Instancing at runtime. - Don't reuse MaterialPropertyBlock arrays and allocate completely new ones instead. - Keep separate MPB references for per-renderer and per-material blocks and decide which one to use later. - Ignore empty LOD states everywhere it makes sense.
47 Days Ago
rebase on main
48 Days Ago
merge from indirect_instancing
48 Days Ago
rebase on main
49 Days Ago
Update terminology for debug overlay
50 Days Ago
Use direct-to-VRAM buffer uploads on Mac to fix memory leak.
50 Days Ago
Force-disable Occlusion Culling when Indirect Instancing is enabled. (Only until Indirect Instancing can ingest result data from Occlusion Culling)
53 Days Ago
rebase on main
53 Days Ago
merge from indirect_instancing (build fix)