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An unofficial PC port of the Xbox 360 version of Sonic Unleashed created through the process of static recompilation.
* Specialization constant implementation for Vulkan. * Implement DXIL library linking. * Implement proper reverse Z & fix motion blur flicker. * Mirage API mapping. * Initial work for async PSO. * Further async PSO work. * Set pipeline names. * Handle special layers writing depth. * Handle bones in shadow pipeline. * Fix additive mode setting wrong pipeline field. * Pass models to compilation threads through shared pointers. * Safety improvements. * Allow DXIL linking to happen in parallel. * Display more debug information. * Queue unique models for compilation immediately. * Put async PSO debug printing behind a macro. * Kick off terrain models to pipeline compilation thread the moment they are made. * Hook a different function to do waiting in. * Fix pipelines getting dropped. * Account for ConstTexCoord. * Fix async PSO accounting for alpha to coverage even when MSAA is off. * Remove "has bone" specialization constant. * Sky shader compilation & more debugging helpers. * Assign names to shaders during loading. * Fix string symbol definitions. * Print description of recently compiled render thread pipelines. * Switch to an enum library that doesn't murder IntelliSense. * Precompile pipelines for object icons. * Skip fur pipelines. * Skip printing info for pipelines compiled during loading. * Precompile pipelines for Sonic's mouth, motion blur, and forced transparent objects. * Precompile planar reflection shaders. * Precompile sparkle shaders in loading screens. * Precompile fur shader. * Refactor model traversing to enqueue every single compilation to worker threads. * Dynamically create pipeline threads depending on hardware concurrency. * Fix MSAA depth resolve not accounting for reverse Z. * Integrate smol-v. * Implement PSO caching. * Update ShaderRecomp & remove unused function. |
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| thirdparty | ||
| UnleashedRecomp | ||
| UnleashedRecompLib | ||
| .editorconfig | ||
| .gitignore | ||
| .gitmodules | ||
| CMakeLists.txt | ||
| CMakePresets.json | ||
| README.md | ||
| update_submodules.bat | ||
| vcpkg.json | ||
UnleashedRecomp
Building
- Clone UnleashedRecomp with submodules (or run
update_submodules.batto ensure submodules are pulled).
git clone --recurse-submodules https://github.com/hedge-dev/UnleashedRecomp.git
- Decompress and decrypt
default.xex, apply the title update patch (default.xexp), and place the resulting file in./UnleashedRecompLib/private/. - Decompress
shader.arand place the resulting file in./UnleashedRecompLib/private/. - Open the repository directory in Visual Studio 2022 (not Preview) and wait for CMake generation to complete. If you don't plan to debug, switch to the
x64-Clang-Releaseconfiguration. - Under Solution Explorer, right-click and choose "Switch to CMake Targets View".
- Right-click the UnleashedRecomp project and choose "Set as Startup Item", then choose "Add Debug Configuration".
- Add a
currentDirproperty to the first element underconfigurationsin the generated JSON and set its value to the path to your game directory (where root is the directory containingdlc,game,save,update, etc). - Run or debug UnleashedRecomp. The initial compilation might take a while to complete due to code and shader recompilation.