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477 Commits over 304 Days - 0.07cph!

20 Days Ago
work around unity_BaseCommandID not being set
20 Days Ago
Fix build regarding AssetDatabase
20 Days Ago
Fix build regarding AssetDatabase
20 Days Ago
Fix build error about missing TerrainTools
20 Days Ago
Fix build error about missing TerrainTools
23 Days Ago
Implement indirect instancing without requiring monster meshes
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.
24 Days Ago
MegaMesh approach (1+2) WIP
24 Days 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.
27 Days Ago
Add a function to estimate memory usage to the batching system
27 Days Ago
Move EstimateMeshBytes to an extension.
27 Days Ago
Allow drawing instances without making use of monster meshes.
27 Days Ago
Allow drawing instances without making use of monster meshes.
27 Days Ago
- Added a crude way to estimate mesh VRAM and RAM usage - Added a command to find duplicate meshes in the instancing system
31 Days Ago
Added a crude profiler that works in release builds
31 Days Ago
Added a crude profiler that works in release builds
32 Days Ago
More toggleables: merge_damage (fixed), motion_list, remove_queue
32 Days Ago
Split MotionList in separate file
32 Days Ago
- fixed mip level calculation errors for fallback objects - fixed fallback objects not properly updating when in motion
32 Days Ago
- fixed mip level calculation errors for fallback objects - fixed fallback objects not properly updating when in motion
32 Days Ago
fix build
32 Days Ago
fix build
33 Days Ago
Implement texture streaming support for the instanced fallback renderer
33 Days Ago
Implement texture streaming support for the instanced fallback renderer
33 Days Ago
Remove CombineTrivialDistancesJob
33 Days Ago
Fix NRE when trying to move an instance that previously failed the instancing checks
33 Days Ago
Prepare models and materials for instancing (once again)
33 Days Ago
merge from main
33 Days Ago
merge from main
33 Days Ago
Revert other assets
33 Days Ago
Revert materials and models
33 Days Ago
merge from main
33 Days Ago
merge from main
34 Days Ago
merge from main
34 Days Ago
Revert asset changes
34 Days Ago
Implemented support for instances in motion and other fixes
39 Days Ago
Culling performance improvements
39 Days Ago
Eliminate the need to update call indices because they are stable and can be stored with each command
39 Days Ago
Made `count` property report the highest populated index instead of the allocated space.
39 Days Ago
WIP work to speed up culling (AVX fix)
39 Days Ago
WIP work to speed up culling (AVX fix)
40 Days Ago
WIP work to speed up culling
40 Days Ago
WIP work to speed up culling
40 Days Ago
WIP work to speed up culling
44 Days Ago
Added toggles to turn culling stages on and off
44 Days Ago
Small cleanups left over from a failed experiment
45 Days Ago
Make all buffer memory blocks have a Swap() function
46 Days 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."