userFelixcancel

763 Commits over 638 Days - 0.05cph!

11 Months Ago
(Test) set all meshes isReadable=0
11 Months Ago
Revert library setting
11 Months Ago
Subtract mesh and material changes
11 Months Ago
work around unity_BaseCommandID not being set
11 Months Ago
Fix build regarding AssetDatabase
11 Months Ago
Fix build error about missing TerrainTools
12 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
12 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
12 Months Ago
Instancing shaders now always access the IndirectDrawIndexedArgs buffer in order to retrieve the startInstance parameter which is no longer passed to Unity.
12 Months Ago
MegaMesh approach (1+2) WIP
12 Months Ago
Added debug functions to get a list of the largest meshes in VRAM and a counter to keep track of transparent calls in indirect instancing.
12 Months Ago
Add a function to estimate memory usage to the batching system
12 Months Ago
Move EstimateMeshBytes to an extension.
12 Months Ago
Allow drawing instances without making use of monster meshes.
12 Months Ago
- Added a crude way to estimate mesh VRAM and RAM usage - Added a command to find duplicate meshes in the instancing system
12 Months Ago
Added a crude profiler that works in release builds
12 Months Ago
More toggleables: merge_damage (fixed), motion_list, remove_queue
12 Months Ago
Split MotionList in separate file
12 Months Ago
- fixed mip level calculation errors for fallback objects - fixed fallback objects not properly updating when in motion
12 Months Ago
fix build
12 Months Ago
Implement texture streaming support for the instanced fallback renderer
12 Months Ago
Remove CombineTrivialDistancesJob
12 Months Ago
Fix NRE when trying to move an instance that previously failed the instancing checks
12 Months Ago
Prepare models and materials for instancing (once again)
12 Months Ago
merge from main
12 Months Ago
merge from main
12 Months Ago
Revert other assets
12 Months Ago
Revert materials and models
12 Months Ago
merge from main
12 Months Ago
merge from main
12 Months Ago
merge from main
12 Months Ago
Revert asset changes
12 Months Ago
Implemented support for instances in motion and other fixes
1 Year Ago
Eliminate the need to update call indices because they are stable and can be stored with each command
1 Year Ago
Made `count` property report the highest populated index instead of the allocated space.
1 Year Ago
WIP work to speed up culling (AVX fix)
1 Year Ago
WIP work to speed up culling
1 Year Ago
WIP work to speed up culling
1 Year Ago
Added toggles to turn culling stages on and off
1 Year Ago
Small cleanups left over from a failed experiment
1 Year Ago
Make all buffer memory blocks have a Swap() function
1 Year Ago
Speed up instancing terrain culling by only walking a single wide ray from the top of the bounding box: "If you can't see the ears, then you can't see the cat."
1 Year Ago
Enable GPU instancing and Read/Write on 5913 assets
1 Year Ago
merge from main
1 Year Ago
Removed RendererWrapper
1 Year Ago
Removed references to RendererWrapper
1 Year Ago
Revert materials and meshes for merge
1 Year Ago
merge from main
1 Year Ago
Implemented command reorganising: Ensures that indirect args that survived culling are contiguous in memory so that culled commands can be skipped. This speeds up the colour pass on the render thread by almost 2x.
1 Year Ago
Unify LOD showing/hiding logic and ensure that Hide() is called when a state is covered by instancing