userFelixcancel

537 Commits over 396 Days - 0.06cph!

4 Months Ago
Implement NativeArray.ReinterpretLoad() for NativeArray.ReadOnly to avoid triggering concurrency checks.
4 Months Ago
Fix unity_BaseCommandID not being set on Mac
4 Months Ago
Fix stencil buffer incompatibility in Standard and Standard-Terrain
4 Months Ago
Rebase on current /main
4 Months Ago
Merge from ./command_buffer_indirect because I'm stupid
4 Months Ago
Revert model importers and materials to the state they have on /main
4 Months Ago
(WIP) SIMD frustum culling implementation
4 Months Ago
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB. This should reduce blurryness on lower end GPUs, possibly at the cost of frame rate.
4 Months Ago
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB.
4 Months Ago
Merge from /main
4 Months Ago
Merge from ./vram_budget
4 Months Ago
Merge from ./command_buffer_indirect
4 Months Ago
Update indirect instancing tools with new mesh r/w logic
4 Months Ago
Enable r/w on gib models
4 Months Ago
Re-enable Read/Write for collision meshes only
4 Months Ago
Wrote SIMD distance culling code for ARM64/Neon as well as a scalar variant that vectorises well for SSE2/SSE4.
4 Months Ago
Fix build error due to InstanceHandleList
4 Months Ago
Reset meshes to their state in /main
4 Months Ago
Fix class layout build error
4 Months Ago
fix server build
4 Months Ago
Found another double rendering issue in MeshCull
4 Months Ago
Set GPU instancing on materials
4 Months Ago
Enable Read/Write for nature assets
4 Months Ago
(Test) set all meshes isReadable=0
4 Months Ago
Revert library setting
4 Months Ago
Subtract mesh and material changes
4 Months Ago
work around unity_BaseCommandID not being set
4 Months Ago
Fix build regarding AssetDatabase
4 Months Ago
Fix build error about missing TerrainTools
4 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
4 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
4 Months Ago
Instancing shaders now always access the IndirectDrawIndexedArgs buffer in order to retrieve the startInstance parameter which is no longer passed to Unity.
4 Months Ago
MegaMesh approach (1+2) WIP
4 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.
4 Months Ago
Add a function to estimate memory usage to the batching system
4 Months Ago
Move EstimateMeshBytes to an extension.
4 Months Ago
Allow drawing instances without making use of monster meshes.
4 Months Ago
- Added a crude way to estimate mesh VRAM and RAM usage - Added a command to find duplicate meshes in the instancing system
4 Months Ago
Added a crude profiler that works in release builds
4 Months Ago
More toggleables: merge_damage (fixed), motion_list, remove_queue
4 Months Ago
Split MotionList in separate file
4 Months Ago
- fixed mip level calculation errors for fallback objects - fixed fallback objects not properly updating when in motion
4 Months Ago
fix build
4 Months Ago
Implement texture streaming support for the instanced fallback renderer
4 Months Ago
Remove CombineTrivialDistancesJob
4 Months Ago
Fix NRE when trying to move an instance that previously failed the instancing checks
4 Months Ago
Prepare models and materials for instancing (once again)
4 Months Ago
merge from main
4 Months Ago
merge from main
4 Months Ago
Revert other assets