branchrust_reboot/main/indirect_instancing/command_buffer_indirectcancel
3 Commits over 0 Days - ∞cph!
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
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
Instancing shaders now always access the IndirectDrawIndexedArgs buffer in order to retrieve the startInstance parameter which is no longer passed to Unity.