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723 Commits over 608 Days - 0.05cph!

38 Days Ago
Use MinimalBatchRendererGroup shader
38 Days Ago
RRP: Add MinimalBatchRendererGroup shader
38 Days Ago
Submit identity array as visibleInstances, allowing BatchRendererGroup to function
42 Days Ago
Use Application.installPath instead of Path.GetFullPath when downloading map files
42 Days Ago
Use full path when loading workshop bundles
42 Days Ago
Use actual PerInstanceData buffer instead of IndirectArgs in BatchRendererGroup
42 Days Ago
Merge from /indirect_instancing
42 Days Ago
Remove now obsolete IGraphicsBuffer wrapper
42 Days Ago
Use newer GraphicsBuffer instead of ComputeBuffer
45 Days Ago
Rebase on main
45 Days Ago
Rebase on main
45 Days Ago
Ignore "AsyncResourceUpload failed." in server builds
47 Days Ago
Move DDraw DebugSkin out of Resources/ and attach it directly to MainCamera.prefab
52 Days Ago
Explicitly request linear colours for R and RG render targets
52 Days Ago
Request linear color space for render targets in UnderwaterPostEffect
55 Days Ago
Use absolute path when downloading world
57 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)
57 Days Ago
RRP: Add some DOTS support to Lit vertex shader
57 Days Ago
Clean up InstanceCreationInfo.material
57 Days Ago
Set debug labels for indirect instancing buffers
2 Months Ago
Rebase on /main
2 Months Ago
Fix terrain.geometryclipmaps not persisting properly
2 Months Ago
Get Unity to shut up about CBuffer setup (Rust/Standard)
2 Months Ago
2 Months Ago
Rebase on /main
2 Months Ago
Subtract mesh changes to prevent conflicts
3 Months Ago
Make some progress getting Rust/Standard to work with BatchRendererGroup
3 Months Ago
Fix a few shader compilation errors with rare variants
3 Months Ago
Move all standard shader inputs into one cbuffer, guard other files with #ifdef (included through `Standard.cginc`)
3 Months Ago
Remove conflicting shader directory
3 Months Ago
Fix shader errors
3 Months Ago
Set up layer structure in new prototype shader
3 Months Ago
Split StandardLayers into types and functions
3 Months Ago
Cherry-pick new standard shader prototype
3 Months Ago
Set up inputs for new RRP compatible standard shader
3 Months Ago
Create BatchRendererGroup on startup
3 Months Ago
Establish basic compatibility with SRP/RRP
3 Months Ago
RRP: Prevent NRE from destroyed cameras
3 Months Ago
rebase on main
3 Months Ago
Added statistical analysis for mesh sizes to Indirect Instancing Tools
3 Months Ago
Enable Read/Write for 2752 meshes below 128 KB
3 Months Ago
Added basic support for occlusion culling to indirect instancing
3 Months Ago
Fixed hack test not correctly skipping single draw renderers
3 Months Ago
Disable fallback rendering by default
3 Months Ago
Added `hack_test` option to simulate the potential performance gains from rendering multiple separate meshes with a single render node.
3 Months Ago
merge from /indirect_instancing
3 Months Ago
rebase on main
3 Months Ago
Remove _CommandID shader property to not ever confuse any shader compilers
3 Months Ago
fix server build
3 Months Ago
Render single-draw commands through Graphics.RenderMeshIndirect()