userFelixcancel
branchrust_reboot/main/indirect_instancing/command_buffer_indirectcancel

22 Commits over 0 Days - Infinitycph!

10 Months Ago
Revert model importers and materials to the state they have on /main
10 Months Ago
(WIP) SIMD frustum culling implementation
10 Months Ago
Update indirect instancing tools with new mesh r/w logic
10 Months Ago
Enable r/w on gib models
10 Months Ago
Re-enable Read/Write for collision meshes only
10 Months Ago
Wrote SIMD distance culling code for ARM64/Neon as well as a scalar variant that vectorises well for SSE2/SSE4.
10 Months Ago
Fix build error due to InstanceHandleList
10 Months Ago
Reset meshes to their state in /main
10 Months Ago
Fix class layout build error
10 Months Ago
fix server build
10 Months Ago
Found another double rendering issue in MeshCull
10 Months Ago
Set GPU instancing on materials
10 Months Ago
Enable Read/Write for nature assets
10 Months Ago
(Test) set all meshes isReadable=0
10 Months Ago
Revert library setting
10 Months Ago
Subtract mesh and material changes
10 Months Ago
work around unity_BaseCommandID not being set
10 Months Ago
Fix build regarding AssetDatabase
10 Months Ago
Fix build error about missing TerrainTools
10 Months 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
10 Months 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
10 Months Ago
Instancing shaders now always access the IndirectDrawIndexedArgs buffer in order to retrieve the startInstance parameter which is no longer passed to Unity.