- Added adaptive bias system for better depth handling
- Optimized occlusion camera (16-bit precision, removed filtering)
- Switched to GPU-based triangle sampling for skinned meshes (note: may have reliability tradeoffs with triangle indices during deformation)
- Moved updates to LateUpdate for better timing
- Renamed ComputeShaders from
meshsamplingtotrianglesampling. - Increased distance texture precision:
- Upgraded from 16-bit to 32-bit texture.
- Moved distance computation from vertex shader to fragment shader.
- Added bias when comparing billboard distance to camera.
- Corrected sample count computation in
TriangleSamplerCPUto properly account for transforms. - Improved uniformity of triangle sampling in CPU implementation.
- Fixed transform scaling issues.
- Added
CHANGELOG.mdto track changes. - Updated
README.mdto mention Built-In rendering pipeline compatibility.