userFelixcancel
branchrust_reboot/main/indirect_instancing/command_buffer_indirectcancel

22 Commits over 0 Days - Infinitycph!

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