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* Create local test project * Update mathematics version, and add burst * Min max Z job * Add constructor for min max Z job * Z-sort job prototype (untested) * Working radix sort using mean Z * Added re-ordering job and profiling marker * 1-level tiling * TilingJob -> FineTilingJob * Work on groups of 32 lights at a time * Minor optimizations * rename * Move some data into one struct * Hierarchical tiling * Perf improvements for hierarchical tiling * Aperture Z-distribution * Represent tile cone as SDF instead * Separate tiling into X & Y + better debug view * Extract light data for slice culling * First pass of integration into URP lighting * Add clustering lighting UI option * Overlap culling with setup * Get rid of last Shader.SetGlobal * Clean up buffers in ForwardLights * Fix support for shadows * Support for directional lights * Remove unused code * Use more general shader keyword, move setting to UniversalRenderer, expose tile size to UI, reduce tile size if it doesn't fit in buffers, introduce new 8 px tile size * Handle ZBin factor better and reduce max Zbins to 4096 * Add clustered keyword to SM4.5 shaders * Make work on Android, fix shadows being stripped, strip clustered variants properly * Change back to UBOs * Combine slices into tile structure * Add clustered keyword to remaining shaders, and remove CPU part from keyword name * Re-integrate Lighting.hlsl changes after merge with refactor in master * Hide UI behind flag, do some minor clean up and fixing * Update UI text to reflect experimental * Remove local test project * Remove screenshots * Revert a change * Undo some unintentional changes and make new API points internal * Remove unused var * Remove some more public API * Clarify some magic numbers * Add keyword to Shader Graph targets * Fix for crashes * Fix assertion failure * fix for merge * Workaround memory allocation assert bug * Fix GPU crash * Remove workaround for preview cameras
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