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UE5 Nanite in WebGPU


UE5's Nanite implementation using WebGPU. Includes the meshlet LOD hierarchy, software rasterizer and billboard impostors. Culling on both per-instance and per-meshlet basis. - Scthe/nanite-webgpu

Since this file got a bit long, I've moved usability-oriented stuff (stats/GUI explanation, build process, and unit test setup) into a separate USAGE.md. Maybe generate conservative (with a bigger triangle count than usual), discrete LOD levels in an old way and then use them if the algorithm gets stuck? I recommend the Digital Foundry's"Inside Senua's Saga: Hellblade 2 - An Unreal Engine 5 Masterpiece - The Ninja Theory Breakdown".

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