userFelixcancel
reporust_rebootcancel

765 Commits over 638 Days - 0.05cph!

2 Months Ago
Use newer GraphicsBuffer instead of ComputeBuffer
2 Months Ago
Rebase on main
2 Months Ago
Rebase on main
2 Months Ago
Ignore "AsyncResourceUpload failed." in server builds
3 Months Ago
Move DDraw DebugSkin out of Resources/ and attach it directly to MainCamera.prefab
3 Months Ago
Explicitly request linear colours for R and RG render targets
3 Months Ago
Request linear color space for render targets in UnderwaterPostEffect
3 Months Ago
Use absolute path when downloading world
3 Months 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)
3 Months Ago
RRP: Add some DOTS support to Lit vertex shader
3 Months Ago
Clean up InstanceCreationInfo.material
3 Months Ago
Set debug labels for indirect instancing buffers
3 Months Ago
Rebase on /main
3 Months Ago
Fix terrain.geometryclipmaps not persisting properly
3 Months Ago
Get Unity to shut up about CBuffer setup (Rust/Standard)
3 Months Ago
3 Months Ago
Rebase on /main
3 Months Ago
Subtract mesh changes to prevent conflicts
4 Months Ago
Make some progress getting Rust/Standard to work with BatchRendererGroup
4 Months Ago
Fix a few shader compilation errors with rare variants
4 Months Ago
Move all standard shader inputs into one cbuffer, guard other files with #ifdef (included through `Standard.cginc`)
4 Months Ago
Remove conflicting shader directory
4 Months Ago
Fix shader errors
4 Months Ago
Set up layer structure in new prototype shader
4 Months Ago
Split StandardLayers into types and functions
4 Months Ago
Cherry-pick new standard shader prototype
4 Months Ago
Set up inputs for new RRP compatible standard shader
4 Months Ago
Create BatchRendererGroup on startup
4 Months Ago
Establish basic compatibility with SRP/RRP
4 Months Ago
RRP: Prevent NRE from destroyed cameras
4 Months Ago
rebase on main
4 Months Ago
Added statistical analysis for mesh sizes to Indirect Instancing Tools
4 Months Ago
Enable Read/Write for 2752 meshes below 128 KB
4 Months Ago
Added basic support for occlusion culling to indirect instancing
4 Months Ago
Fixed hack test not correctly skipping single draw renderers
4 Months Ago
Disable fallback rendering by default
4 Months Ago
Added `hack_test` option to simulate the potential performance gains from rendering multiple separate meshes with a single render node.
4 Months Ago
merge from /indirect_instancing
4 Months Ago
rebase on main
4 Months Ago
Remove _CommandID shader property to not ever confuse any shader compilers
4 Months Ago
fix server build
4 Months Ago
Render single-draw commands through Graphics.RenderMeshIndirect()
4 Months Ago
Check Unity object lifetime before calling onVisibilityChanged callback
4 Months Ago
avoid NRE when enabling indirect instancing
4 Months Ago
merge from indirect_instancing
4 Months Ago
rebase on main
4 Months Ago
* Turn `_PARTICLELAYER_ON` back to a multi_compile keyword to fix snow coverings. * Reject renderers with property blocks that set `_ParticleLayer` from instancing. * Keep renderers non-instanced when `indirect_instancing.fallback` is disabled. * Store reasons for reject/fallback and display it in the debug overlay. * Do not spam the console about fallback instances. * Rename ConVars monsters/non_monsters to multi_draw/single_draw for consistency. * Guard dangerous Indirect Instancing ConVars behind ClientAdmin. * Display the current biome when running `terrain.debug`.
5 Months Ago
Fixed slot machine not animating with Indirect Instancing
5 Months Ago
rebase on main
5 Months Ago
merge from /indirect_instancing