userFelixcancel

492 Commits over 365 Days - 0.06cph!

3 Months Ago
Use burst compiler hints
3 Months Ago
Check for AVX2 support instead of FMA because Burst won't compile for FMA specifically.
3 Months Ago
Enable 3052 materials for instancing
3 Months Ago
Final SIMD frustum culling implementation for x86/AVX and untested implementation for ARM/Neon
3 Months Ago
Fix ARM/Neon SIMD (and non-SIMD) code for frustum culling.
3 Months Ago
Implement NativeArray.ReinterpretLoad() for NativeArray.ReadOnly to avoid triggering concurrency checks.
3 Months Ago
Fix unity_BaseCommandID not being set on Mac
3 Months Ago
Fix stencil buffer incompatibility in Standard and Standard-Terrain
3 Months Ago
Rebase on current /main
3 Months Ago
Merge from ./command_buffer_indirect because I'm stupid
3 Months Ago
Revert model importers and materials to the state they have on /main
3 Months Ago
(WIP) SIMD frustum culling implementation
3 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.
3 Months Ago
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB.
3 Months Ago
Merge from /main
3 Months Ago
Merge from ./vram_budget
3 Months Ago
Merge from ./command_buffer_indirect
3 Months Ago
Update indirect instancing tools with new mesh r/w logic
3 Months Ago
Enable r/w on gib models
3 Months Ago
Re-enable Read/Write for collision meshes only
3 Months Ago
Wrote SIMD distance culling code for ARM64/Neon as well as a scalar variant that vectorises well for SSE2/SSE4.
3 Months Ago
Fix build error due to InstanceHandleList
3 Months Ago
Reset meshes to their state in /main
3 Months Ago
Fix class layout build error
3 Months Ago
fix server build
3 Months Ago
Found another double rendering issue in MeshCull
3 Months Ago
Set GPU instancing on materials
3 Months Ago
Enable Read/Write for nature assets
3 Months Ago
(Test) set all meshes isReadable=0
3 Months Ago
Revert library setting
3 Months Ago
Subtract mesh and material changes
3 Months Ago
work around unity_BaseCommandID not being set
3 Months Ago
Fix build regarding AssetDatabase
3 Months Ago
Fix build error about missing TerrainTools
3 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
3 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
3 Months Ago
Instancing shaders now always access the IndirectDrawIndexedArgs buffer in order to retrieve the startInstance parameter which is no longer passed to Unity.
3 Months Ago
MegaMesh approach (1+2) WIP
3 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.
3 Months Ago
Add a function to estimate memory usage to the batching system
3 Months Ago
Move EstimateMeshBytes to an extension.
3 Months Ago
Allow drawing instances without making use of monster meshes.
3 Months Ago
- Added a crude way to estimate mesh VRAM and RAM usage - Added a command to find duplicate meshes in the instancing system
3 Months Ago
Added a crude profiler that works in release builds
3 Months Ago
More toggleables: merge_damage (fixed), motion_list, remove_queue
3 Months Ago
Split MotionList in separate file
3 Months Ago
- fixed mip level calculation errors for fallback objects - fixed fallback objects not properly updating when in motion
3 Months Ago
fix build
3 Months Ago
Implement texture streaming support for the instanced fallback renderer
3 Months Ago
Remove CombineTrivialDistancesJob