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branchrust_reboot/main/indirect_instancing/command_buffer_indirectcancel

22 Commits over 0 Days - ∞cph!

16 Days Ago
Revert model importers and materials to the state they have on /main
16 Days Ago
(WIP) SIMD frustum culling implementation
16 Days Ago
Update indirect instancing tools with new mesh r/w logic
16 Days Ago
Enable r/w on gib models
17 Days Ago
Re-enable Read/Write for collision meshes only
18 Days Ago
Wrote SIMD distance culling code for ARM64/Neon as well as a scalar variant that vectorises well for SSE2/SSE4.
18 Days Ago
Fix build error due to InstanceHandleList
18 Days Ago
Reset meshes to their state in /main
19 Days Ago
Fix class layout build error
19 Days Ago
fix server build
19 Days Ago
Found another double rendering issue in MeshCull
19 Days Ago
Set GPU instancing on materials
19 Days Ago
Enable Read/Write for nature assets
19 Days Ago
(Test) set all meshes isReadable=0
19 Days Ago
Revert library setting
19 Days Ago
Subtract mesh and material changes
20 Days Ago
work around unity_BaseCommandID not being set
20 Days Ago
Fix build regarding AssetDatabase
20 Days Ago
Fix build error about missing TerrainTools
23 Days 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
23 Days 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
23 Days Ago
Instancing shaders now always access the IndirectDrawIndexedArgs buffer in order to retrieve the startInstance parameter which is no longer passed to Unity.