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838 Commits over 700 Days - 0.05cph!

5 Months Ago
Set debug labels for indirect instancing buffers
5 Months Ago
Rebase on /main
5 Months Ago
Fix terrain.geometryclipmaps not persisting properly
5 Months Ago
Get Unity to shut up about CBuffer setup (Rust/Standard)
5 Months Ago
5 Months Ago
Rebase on /main
5 Months Ago
Subtract mesh changes to prevent conflicts
5 Months Ago
Make some progress getting Rust/Standard to work with BatchRendererGroup
6 Months Ago
Fix a few shader compilation errors with rare variants
6 Months Ago
Move all standard shader inputs into one cbuffer, guard other files with #ifdef (included through `Standard.cginc`)
6 Months Ago
Remove conflicting shader directory
6 Months Ago
Fix shader errors
6 Months Ago
Set up layer structure in new prototype shader
6 Months Ago
Split StandardLayers into types and functions
6 Months Ago
Cherry-pick new standard shader prototype
6 Months Ago
Set up inputs for new RRP compatible standard shader
6 Months Ago
Create BatchRendererGroup on startup
6 Months Ago
Establish basic compatibility with SRP/RRP
6 Months Ago
RRP: Prevent NRE from destroyed cameras
6 Months Ago
rebase on main
6 Months Ago
Added statistical analysis for mesh sizes to Indirect Instancing Tools
6 Months Ago
Enable Read/Write for 2752 meshes below 128 KB
6 Months Ago
Added basic support for occlusion culling to indirect instancing
6 Months Ago
Fixed hack test not correctly skipping single draw renderers
6 Months Ago
Disable fallback rendering by default
6 Months Ago
Added `hack_test` option to simulate the potential performance gains from rendering multiple separate meshes with a single render node.
6 Months Ago
merge from /indirect_instancing
6 Months Ago
rebase on main
6 Months Ago
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6 Months Ago
Remove _CommandID shader property to not ever confuse any shader compilers
6 Months Ago
fix server build
6 Months Ago
Render single-draw commands through Graphics.RenderMeshIndirect()
6 Months Ago
Check Unity object lifetime before calling onVisibilityChanged callback
6 Months Ago
avoid NRE when enabling indirect instancing
6 Months Ago
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6 Months Ago
merge from indirect_instancing
6 Months Ago
rebase on main
6 Months Ago
* Turn `_PARTICLELAYER_ON` back to a multi_compile keyword to fix snow coverings. * Reject renderers with property blocks that set `_ParticleLayer` from instancing. * Keep renderers non-instanced when `indirect_instancing.fallback` is disabled. * Store reasons for reject/fallback and display it in the debug overlay. * Do not spam the console about fallback instances. * Rename ConVars monsters/non_monsters to multi_draw/single_draw for consistency. * Guard dangerous Indirect Instancing ConVars behind ClientAdmin. * Display the current biome when running `terrain.debug`.
6 Months Ago
Fixed slot machine not animating with Indirect Instancing
7 Months Ago
rebase on main
7 Months Ago
merge from /indirect_instancing
7 Months Ago
resolve conflicts
7 Months Ago
merge from main
7 Months Ago
* Add an extra update call at the end of the frame after spawning instanced objects to catch spawn-then-move position errors. * Only deal with valid LOD states and skip invalid states both in the middle and at the end of the state array. * Reject renderers without materials outright.
7 Months Ago
merge from indirect_instancing
7 Months Ago
Fixed NRE and missing objects after toggling Indirect Instancing at runtime. - Don't reuse MaterialPropertyBlock arrays and allocate completely new ones instead. - Keep separate MPB references for per-renderer and per-material blocks and decide which one to use later. - Ignore empty LOD states everywhere it makes sense.
7 Months Ago
rebase on main
7 Months Ago
merge from indirect_instancing
7 Months Ago
rebase on main
7 Months Ago
Update terminology for debug overlay