723 Commits over 577 Days - 0.05cph!
Merge from indirect_instancing
Merge from std_shader_compat
Add some notes about newly added .cginc files and why they are there.
Clean up Instancing.cginc
Restore built-in instancing compatibility of Rust/Standard shader because it's also required for non-BRG procedural instancing
Merge from batch_renderer_group
Only initialise BatchRendererGroup if using a render pipeline
Remove legacy built-in instancing support from Rust/Standard shader. We're all-in on RRP, SRPB, BRG and all the other fancy acronyms.
Remove no longer needed RustDOTSInstancing.cginc
Port UNITY_ANY_INSTANCING_ENABLED from UnityInstancing.hlsl to UnityInstancing.cginc
Use a different method to override UnityShaderVariables.cginc and clean up some unneeded changes to Standard.shader
Make Rust/Standard render correctly with BatchRendererGroup most of the time
Stop using material mapping
Merge from .../batch_renderer_group
Use MinimalBatchRendererGroup shader
RRP: Add MinimalBatchRendererGroup shader
Submit identity array as visibleInstances, allowing BatchRendererGroup to function
Use Application.installPath instead of Path.GetFullPath when downloading map files
Use full path when loading workshop bundles
Use actual PerInstanceData buffer instead of IndirectArgs in BatchRendererGroup
Merge from /indirect_instancing
Remove now obsolete IGraphicsBuffer wrapper
Use newer GraphicsBuffer instead of ComputeBuffer
Ignore "AsyncResourceUpload failed." in server builds
Move DDraw DebugSkin out of Resources/ and attach it directly to MainCamera.prefab
Explicitly request linear colours for R and RG render targets
Request linear color space for render targets in UnderwaterPostEffect
Use absolute path when downloading world
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)
RRP: Add some DOTS support to Lit vertex shader
Clean up InstanceCreationInfo.material
Set debug labels for indirect instancing buffers
Fix terrain.geometryclipmaps not persisting properly
Get Unity to shut up about CBuffer setup (Rust/Standard)
Subtract mesh changes to prevent conflicts
Make some progress getting Rust/Standard to work with BatchRendererGroup
Fix a few shader compilation errors with rare variants
Move all standard shader inputs into one cbuffer, guard other files with #ifdef (included through `Standard.cginc`)
Remove conflicting shader directory
Set up layer structure in new prototype shader
Split StandardLayers into types and functions
Cherry-pick new standard shader prototype