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707 Commits over 577 Days - 0.05cph!

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