ellioman/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.
C#
Issues
- 3
improved version of the project
#12 opened by Milk-Drinker01 - 0
general inquiry about hiZ buffer
#10 opened by Milk-Drinker01 - 0
instance amounts that arent a power of 2
#11 opened by Milk-Drinker01 - 1
It is not compatible with URP
#9 opened by CrazyEngine - 0
WOW!
#7 opened by laurentopia - 0
Android openGL ES 3.1 support?
#6 opened by davoodkharmanzar - 0
hai how can use this on 2d sprites
#5 opened by jentleyonadoss - 1
- 7
Simple Shadows working?
#3 opened by geometry - 6
All LODs Render Before LOD Ranges
#2 opened by mrochon1 - 2
Occlusion culling working ?
#1 opened by Shinao