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ellioman
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Indirect-Rendering-With-Compute-Shaders
An example of drawing numerous instances using Unity3D, compute shaders and Graphics.DrawMeshInstancedIndirect with Frustum & Occlusion culling and LOD'ing.
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improved version of the project
#12
Milk-Drinker01
opened
2 years ago
3
instance amounts that arent a power of 2
#11
Milk-Drinker01
closed
2 years ago
0
general inquiry about hiZ buffer
#10
Milk-Drinker01
closed
2 years ago
0
It is not compatible with URP
#9
CrazyEngine
opened
3 years ago
1
update to 2019.4.11 and add async compute flag
#8
marwie
opened
4 years ago
0
WOW!
#7
laurentopia
opened
4 years ago
0
Android openGL ES 3.1 support?
#6
davoodkharmanzar
opened
5 years ago
0
hai how can use this on 2d sprites
#5
jentleyonadoss
opened
5 years ago
0
Number of instances > 65536 = no rendering
#4
paulfielding9
opened
5 years ago
1
Simple Shadows working?
#3
geometry
closed
5 years ago
7
All LODs Render Before LOD Ranges
#2
mrochon1
closed
5 years ago
6
Occlusion culling working ?
#1
Shinao
closed
6 years ago
2