branchrust_reboot/main/shader-memory-review2cancel

17 Commits over 31 Days - 0.02cph!

1 Year Ago
Cherry picked shader changes from main
1 Year Ago
Merge from main
1 Year Ago
Lazy-instantiate WorldSplineSharedData in the same way as TrainWagonLootData. Change TrainWagonLootData back to not using null-coalescing operator. Although it was perfectly fine in this case, ScriptableObjects do have the same null overriding situation as MonoBehaviours, and I'd rather not give anyone the wrong ideas.
1 Year Ago
Merge from main
1 Year Ago
Delayed some calls (RenderScale, TrainWagonLootData) until after shaders bundle is loaded to prevent shader duplication in memory
1 Year Ago
Moved all shaders to their own bundle (shared/shaders.bundle) and made it load first, before all other bundles
1 Year Ago
Added back highly simplified "Standard" and "StandardSpecular" overrides
1 Year Ago
Further reduced variants on a variety of shaders; total now down to ~0.16MB from 3.10GB (after de-duplication, coming later)
1 Year Ago
Stripped more variants on Cliff and Decal sets
1 Year Ago
Reduced variants on Cliff, Foliage and Decal shaders
1 Year Ago
Halved variants in Rust/Standard Blend Layer shader pair
1 Year Ago
Hack to get new materials (and unity's default material) to use our default shader "Rust/Standard"
1 Year Ago
Halved variants in Rust/Standard Wind shader pair
1 Year Ago
Changed all materials using Standard to Rust/Standard and nuked overrides (saved 100MB, for some reason)
1 Year Ago
Fixed build errors on BRZone shader
1 Year Ago
Fixed shiny stuff and reduced Rust/Standard variants another 23%
1 Year Ago
Cherry picked relevant changesets from /main/shader-memory-review (cleaning up)