{"payload":{"feedbackUrl":"https://github.com/orgs/community/discussions/53140","repo":{"id":565276787,"defaultBranch":"master","name":"DynamicLighting","ownerLogin":"Henry00IS","currentUserCanPush":false,"isFork":false,"isEmpty":false,"createdAt":"2022-11-12T22:01:35.000Z","ownerAvatar":"https://avatars.githubusercontent.com/u/7905726?v=4","public":true,"private":false,"isOrgOwned":false},"refInfo":{"name":"","listCacheKey":"v0:1720869341.0","currentOid":""},"activityList":{"items":[{"before":"6deee537dbe187b78369348851c449bcc05c92e2","after":"07c69aee0229b62afbde7447585a8de8dede5a58","ref":"refs/heads/master","pushedAt":"2024-07-22T15:13:28.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Henry00IS","name":"Henry de Jongh","path":"/Henry00IS","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/7905726?s=80&v=4"},"commit":{"message":"Architectural changes to raytracing with significant speedups of several seconds.\nThe bounce lighting skips unnecessary shadow sampling for another significant speedup.","shortMessageHtmlLink":"Architectural changes to raytracing with significant speedups of seve…"}},{"before":"319f77cbba03afb53871149ffa234295816c8815","after":"6deee537dbe187b78369348851c449bcc05c92e2","ref":"refs/heads/master","pushedAt":"2024-07-21T20:21:18.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Henry00IS","name":"Henry de Jongh","path":"/Henry00IS","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/7905726?s=80&v=4"},"commit":{"message":"Finally found the cause of- and fixed the bug where a deleted light source causes many null reference errors in the console.","shortMessageHtmlLink":"Finally found the cause of- and fixed the bug where a deleted light s…"}},{"before":"135a51f956b05b39ac21d9f5f46a8d53f6fd86be","after":"319f77cbba03afb53871149ffa234295816c8815","ref":"refs/heads/master","pushedAt":"2024-07-21T20:11:58.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Henry00IS","name":"Henry de Jongh","path":"/Henry00IS","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/7905726?s=80&v=4"},"commit":{"message":"Now using IJobParallelForTransform to quickly fetch all light transform positions on the Unity Job System, significantly improving the runtime performance when dealing with multiple thousand light sources.","shortMessageHtmlLink":"Now using IJobParallelForTransform to quickly fetch all light transfo…"}},{"before":"143713f37506cd06924cce093fbc4aa3099a7e47","after":"135a51f956b05b39ac21d9f5f46a8d53f6fd86be","ref":"refs/heads/master","pushedAt":"2024-07-16T18:33:10.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Henry00IS","name":"Henry de Jongh","path":"/Henry00IS","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/7905726?s=80&v=4"},"commit":{"message":"Forgot to add a namespace around the MonoCodegenHandler.","shortMessageHtmlLink":"Forgot to add a namespace around the MonoCodegenHandler."}},{"before":"f38c616c19dd40778899dff608c22235eba6a750","after":"143713f37506cd06924cce093fbc4aa3099a7e47","ref":"refs/heads/master","pushedAt":"2024-07-16T18:15:27.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Henry00IS","name":"Henry de Jongh","path":"/Henry00IS","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/7905726?s=80&v=4"},"commit":{"message":"Extreme performance update by manipulating the JIT to generate float32 code and removing array bounds checking.","shortMessageHtmlLink":"Extreme performance update by manipulating the JIT to generate float3…"}},{"before":"62b15954eab4d2af3b05371c18f24fa46027ed00","after":"f38c616c19dd40778899dff608c22235eba6a750","ref":"refs/heads/master","pushedAt":"2024-07-14T11:40:14.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Henry00IS","name":"Henry de Jongh","path":"/Henry00IS","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/7905726?s=80&v=4"},"commit":{"message":"Added an improved point light attenuation model that provides more control over falloff.","shortMessageHtmlLink":"Added an improved point light attenuation model that provides more co…"}},{"before":"c152e9bdabb2c0bcfc1d57329754b241963eee3c","after":"62b15954eab4d2af3b05371c18f24fa46027ed00","ref":"refs/heads/master","pushedAt":"2024-07-13T22:31:05.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Henry00IS","name":"Henry de Jongh","path":"/Henry00IS","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/7905726?s=80&v=4"},"commit":{"message":"Now using a temporary scene for raytracing to remove the need for mesh colliders on objects.","shortMessageHtmlLink":"Now using a temporary scene for raytracing to remove the need for mes…"}},{"before":"2aadba3ce424ff3e9289deb85eba80932c54641f","after":"c152e9bdabb2c0bcfc1d57329754b241963eee3c","ref":"refs/heads/master","pushedAt":"2024-07-13T15:08:16.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Henry00IS","name":"Henry de Jongh","path":"/Henry00IS","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/7905726?s=80&v=4"},"commit":{"message":"The alpha color of ambient lighting can now be used to finetune the darkness. It was given a power of two to allow for more flexibility in the darker range.","shortMessageHtmlLink":"The alpha color of ambient lighting can now be used to finetune the d…"}},{"before":"c978cc0c182567db21fc64c485f02c1d0823693e","after":"2aadba3ce424ff3e9289deb85eba80932c54641f","ref":"refs/heads/master","pushedAt":"2024-07-13T14:15:32.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Henry00IS","name":"Henry de Jongh","path":"/Henry00IS","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/7905726?s=80&v=4"},"commit":{"message":"In edit mode we now try to detect mesh changes and temporarily disable Dynamic Lighting on those mesh renderers for visibility.","shortMessageHtmlLink":"In edit mode we now try to detect mesh changes and temporarily disabl…"}},{"before":"ef902ebb2a3de4e5f2e803f20e2a17956fff711a","after":null,"ref":"refs/heads/submeshes","pushedAt":"2024-07-13T11:15:41.000Z","pushType":"branch_deletion","commitsCount":0,"pusher":{"login":"Henry00IS","name":"Henry de Jongh","path":"/Henry00IS","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/7905726?s=80&v=4"}},{"before":"f0258decc239e699b4815056433e4d02ce8d5c2e","after":"c978cc0c182567db21fc64c485f02c1d0823693e","ref":"refs/heads/master","pushedAt":"2024-07-13T11:15:26.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Henry00IS","name":"Henry de Jongh","path":"/Henry00IS","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/7905726?s=80&v=4"},"commit":{"message":"Fixed sub meshes by taking into consideration their triangle index buffer offset for SV_PrimitiveID.\nFixed the GPU driver crashing when reading a bad light count.","shortMessageHtmlLink":"Fixed sub meshes by taking into consideration their triangle index bu…"}},{"before":null,"after":"ef902ebb2a3de4e5f2e803f20e2a17956fff711a","ref":"refs/heads/submeshes","pushedAt":"2024-07-13T10:03:53.000Z","pushType":"branch_creation","commitsCount":0,"pusher":{"login":"Henry00IS","name":"Henry de Jongh","path":"/Henry00IS","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/7905726?s=80&v=4"},"commit":{"message":"Fixed sub meshes by taking into consideration their triangle index buffer offset for SV_PrimitiveID.\nFixed the GPU driver crashing when reading a bad light count.","shortMessageHtmlLink":"Fixed sub meshes by taking into consideration their triangle index bu…"}},{"before":"555ae59d3e8a95899012dd22212e9c35f2e14914","after":"f0258decc239e699b4815056433e4d02ce8d5c2e","ref":"refs/heads/master","pushedAt":"2024-07-12T19:16:59.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Henry00IS","name":"Henry de Jongh","path":"/Henry00IS","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/7905726?s=80&v=4"},"commit":{"message":"Patch for bugs and improvements for PR #6.","shortMessageHtmlLink":"Patch for bugs and improvements for PR #6."}},{"before":"3a75df40a33923da7e471a8aefb8840466fb7872","after":"555ae59d3e8a95899012dd22212e9c35f2e14914","ref":"refs/heads/master","pushedAt":"2024-07-12T19:16:27.000Z","pushType":"pr_merge","commitsCount":5,"pusher":{"login":"Henry00IS","name":"Henry de Jongh","path":"/Henry00IS","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/7905726?s=80&v=4"},"commit":{"message":"Merge pull request #6 from nukeandbeans/sv-overlays\n\nAdd Scene View Overlay Toolbar","shortMessageHtmlLink":"Merge pull request #6 from nukeandbeans/sv-overlays"}},{"before":"8e794361b7c9c711222f3503a4466db0afc5037d","after":"3a75df40a33923da7e471a8aefb8840466fb7872","ref":"refs/heads/master","pushedAt":"2024-07-09T19:52:15.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Henry00IS","name":"Henry de Jongh","path":"/Henry00IS","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/7905726?s=80&v=4"},"commit":{"message":"Performance improvements on raytracing the direct lighting.","shortMessageHtmlLink":"Performance improvements on raytracing the direct lighting."}},{"before":"5eb4320b62250de42567d4ae689b144d9e15364b","after":null,"ref":"refs/heads/photoncube","pushedAt":"2024-07-09T16:04:04.000Z","pushType":"branch_deletion","commitsCount":0,"pusher":{"login":"Henry00IS","name":"Henry de Jongh","path":"/Henry00IS","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/7905726?s=80&v=4"}},{"before":"19ca7d97686e862f647dc7eddcde8510de93144a","after":"8e794361b7c9c711222f3503a4466db0afc5037d","ref":"refs/heads/master","pushedAt":"2024-07-09T16:03:26.000Z","pushType":"push","commitsCount":11,"pusher":{"login":"Henry00IS","name":"Henry de Jongh","path":"/Henry00IS","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/7905726?s=80&v=4"},"commit":{"message":"Added bounce lighting support without compromising performance on scenes that do not use it.","shortMessageHtmlLink":"Added bounce lighting support without compromising performance on sce…"}},{"before":"7d2bb21f6879b3322403b64bba5d901808d89c40","after":"5eb4320b62250de42567d4ae689b144d9e15364b","ref":"refs/heads/photoncube","pushedAt":"2024-07-09T16:00:20.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Henry00IS","name":"Henry de Jongh","path":"/Henry00IS","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/7905726?s=80&v=4"},"commit":{"message":"Added QueryParameters support for Unity 2022.2 and up and reduced the RaycastCommand setup time even further.\nWhen bounce lighting is not used during raytracing the shaders will compile to a faster variant (identical to before) and use less VRAM.\nAdded bounce lighting support to all surface shaders.","shortMessageHtmlLink":"Added QueryParameters support for Unity 2022.2 and up and reduced the…"}},{"before":"7f2123832b69b2e803dbe94eb40028d9b88c6535","after":"7d2bb21f6879b3322403b64bba5d901808d89c40","ref":"refs/heads/photoncube","pushedAt":"2024-07-08T16:59:05.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Henry00IS","name":"Henry de Jongh","path":"/Henry00IS","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/7905726?s=80&v=4"},"commit":{"message":"Significant performance improvements on raytracing the bounce lighting (and even normal raytracing).","shortMessageHtmlLink":"Significant performance improvements on raytracing the bounce lightin…"}},{"before":"2ea02d971485def7c4511d9abb2e91a6fb735e84","after":"7f2123832b69b2e803dbe94eb40028d9b88c6535","ref":"refs/heads/photoncube","pushedAt":"2024-07-07T19:10:19.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Henry00IS","name":"Henry de Jongh","path":"/Henry00IS","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/7905726?s=80&v=4"},"commit":{"message":"Significant performance improvements on raytracing the bounce lighting.","shortMessageHtmlLink":"Significant performance improvements on raytracing the bounce lighting."}},{"before":"02ec0d7949daa08bf3e1bdcdba2793e47d787f8f","after":"2ea02d971485def7c4511d9abb2e91a6fb735e84","ref":"refs/heads/photoncube","pushedAt":"2024-07-07T11:58:37.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Henry00IS","name":"Henry de Jongh","path":"/Henry00IS","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/7905726?s=80&v=4"},"commit":{"message":"Photon cubes are now fully unpacked before bounce lighting begins.\nShaved off several seconds from bounce lighting calculations by not using Unity Mathematics math.abs() and math.max() etc. they are all incredibly slow.","shortMessageHtmlLink":"Photon cubes are now fully unpacked before bounce lighting begins."}},{"before":"9a4fbba8b121c48fcf8829470df3d1318a1a5091","after":"02ec0d7949daa08bf3e1bdcdba2793e47d787f8f","ref":"refs/heads/photoncube","pushedAt":"2024-07-07T10:40:33.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Henry00IS","name":"Henry de Jongh","path":"/Henry00IS","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/7905726?s=80&v=4"},"commit":{"message":"Fixed compilation error in Unity 2020.3.38f1.\nShader optimizations to try and keep up with master again.\nSkipping raycasting work when bounce lighting is not used in the scene.\nOptimized PhotonCubeFace sampling by using unsafe code.","shortMessageHtmlLink":"Fixed compilation error in Unity 2020.3.38f1."}},{"before":"fdffde2f77cb135e5ed1f558db81441c1267ee6b","after":"9a4fbba8b121c48fcf8829470df3d1318a1a5091","ref":"refs/heads/photoncube","pushedAt":"2024-07-07T08:17:23.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Henry00IS","name":"Henry de Jongh","path":"/Henry00IS","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/7905726?s=80&v=4"},"commit":{"message":"Fixed high memory usage during photon cube creation by destroying Texture2D after instantiating it.\nAdded third party licenses for code snippets and shaders.\nAdded back optimizations to remove unused light sources from triangles.","shortMessageHtmlLink":"Fixed high memory usage during photon cube creation by destroying Tex…"}},{"before":"5cc48738b673a189e2913c34beab2331f71abadf","after":"fdffde2f77cb135e5ed1f558db81441c1267ee6b","ref":"refs/heads/photoncube","pushedAt":"2024-07-06T12:55:06.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Henry00IS","name":"Henry de Jongh","path":"/Henry00IS","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/7905726?s=80&v=4"},"commit":{"message":"Added the job system and reduced the bounce lighting computation time significantly.\nAdded optimizations to reduce the photon cube sampling time.\nFixed raytracing math to take more concentrated samples and fixed raycasting accuracy.\nOptimizations and support for multiple light sources.\nTexture filtering in software and bilinear filtering in the shader.","shortMessageHtmlLink":"Added the job system and reduced the bounce lighting computation time…"}},{"before":"0bd10f24c471db0b5abf48b55f96983c5efbf362","after":"5cc48738b673a189e2913c34beab2331f71abadf","ref":"refs/heads/photoncube","pushedAt":"2024-07-04T14:14:03.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Henry00IS","name":"Henry de Jongh","path":"/Henry00IS","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/7905726?s=80&v=4"},"commit":{"message":"Refined world space sampling in the direct illumination shader to wiggle positions in front of geometry (issue is caused by low resolution of cubemap).\nThe diffuse colors are now stored as bytes of 0-255 instead of the packed normalized values with unused negative component.\nAdded more sampling and utility functions for the PhotonCube.\nNow rendering PhotonCubes for all bounce light sources in advance.","shortMessageHtmlLink":"Refined world space sampling in the direct illumination shader to wig…"}},{"before":"e45435bbf2b76d84ce856846530da10e253c1f84","after":"0bd10f24c471db0b5abf48b55f96983c5efbf362","ref":"refs/heads/photoncube","pushedAt":"2024-07-04T08:58:58.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Henry00IS","name":"Henry de Jongh","path":"/Henry00IS","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/7905726?s=80&v=4"},"commit":{"message":"Created a PhotonCube a CPU-side cubemap sampler containing photon data of direct illumination.\nFixed the PhotonCamera orientations and mirroring X in the sampling functions of the PhotonCube.","shortMessageHtmlLink":"Created a PhotonCube a CPU-side cubemap sampler containing photon dat…"}},{"before":null,"after":"e45435bbf2b76d84ce856846530da10e253c1f84","ref":"refs/heads/photoncube","pushedAt":"2024-07-03T19:45:38.000Z","pushType":"branch_creation","commitsCount":0,"pusher":{"login":"Henry00IS","name":"Henry de Jongh","path":"/Henry00IS","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/7905726?s=80&v=4"},"commit":{"message":"Created a direct illumination photon sampler shader that returns the distance, diffuse color and normal of every illuminated point of a light source.\nCreated a photon camera to render a cubemap with the aforementioned shader for my own version of photon mapping.\nAdded an illumination mode to the light sources with detailed tooltip descriptions.","shortMessageHtmlLink":"Created a direct illumination photon sampler shader that returns the …"}},{"before":"63966cfca138cb704a584ba6d9ae88aea0599fbd","after":"19ca7d97686e862f647dc7eddcde8510de93144a","ref":"refs/heads/master","pushedAt":"2024-07-03T09:10:48.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Henry00IS","name":"Henry de Jongh","path":"/Henry00IS","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/7905726?s=80&v=4"},"commit":{"message":"Fixed static batching and reflection probe baking causing glitched graphics.\nRemoved the Progressive Lightmapper shader variations and pass-includes.\nFixed Unity 6 shader compilation issues.","shortMessageHtmlLink":"Fixed static batching and reflection probe baking causing glitched gr…"}},{"before":"038bdd61b02e20ec73c681c3a919d271b3168549","after":"63966cfca138cb704a584ba6d9ae88aea0599fbd","ref":"refs/heads/master","pushedAt":"2024-07-02T17:29:31.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Henry00IS","name":"Henry de Jongh","path":"/Henry00IS","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/7905726?s=80&v=4"},"commit":{"message":"Increased precision of triangle normal calculations.","shortMessageHtmlLink":"Increased precision of triangle normal calculations."}},{"before":"11c99232f034c7310270b05626fd15e3b42cbba0","after":"0f1dd66e6203d27d8de6c3bb87cfbba32d9787cf","ref":"refs/heads/bouncelighting","pushedAt":"2024-07-01T19:50:37.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"Henry00IS","name":"Henry de Jongh","path":"/Henry00IS","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/7905726?s=80&v=4"},"commit":{"message":"Terminating photons randomly to introduce noise that smooths out the color banding.","shortMessageHtmlLink":"Terminating photons randomly to introduce noise that smooths out the …"}}],"hasNextPage":true,"hasPreviousPage":false,"activityType":"all","actor":null,"timePeriod":"all","sort":"DESC","perPage":30,"cursor":"djE6ks8AAAAEhewlkQA","startCursor":null,"endCursor":null}},"title":"Activity · Henry00IS/DynamicLighting"}