branchrust_reboot/main/indirect_instancingcancel
465 Commits over 669 Days - 0.03cph!
Fix invisible renderers after toggling BRG
Don't strip BRG shader variants from builds
Use only one instancing method at a time and begin deprecating RenderMeshIndirect() path by toggling it via a uniform. (not a keyword)
Make wind shaders SRP batcher compatible
Fix possible race condition when reordering pre_culled_mask
Update supported shaders list
Clean up CBuffer declaration and add some more properties to prevent shader errors.
Make Blend4Way and TerrainBlend shaders SRP Batcher compatible.
Add SRP Batcher compatibility for BlendLayer, PackedMaskBlend and SnowArea variants
Make Specular and Cloth shaders BRG compatible. (And Wind too, technically, but the motion vector pass ruins it)
Perform BRG culling in a job
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Fix terrain not rendering when instancing is active
Upgrade Instancing to submit calls via new BatchDrawCommandIndirect API
Put per-instance data in a structured buffer rather than a raw one
Use a GraphicsBuffer for the (identity) visibleInstances indirection buffer to make BRG happy
Restore SRP Batcher compatibility of Rust/Standard
Merge from render_pipeline_testing
Add ObjectDispatcher wrapper
Merge from render_pipeline_testing
Merge from batch_renderer_group
Remove now obsolete IGraphicsBuffer wrapper
Use newer GraphicsBuffer instead of ComputeBuffer
Subtract mesh changes to prevent conflicts
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.
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Remove _CommandID shader property to not ever confuse any shader compilers