userBriancancel

495 Commits over 546 Days - 0.04cph!

2 Days Ago
work around RT size mismatch in BiRP water wrapper
5 Days Ago
fix water SSR flickering when TAA was enabled, was especially pronounced at grazing angles
5 Days Ago
fix sky and clouds seam in water reflection probe
5 Days Ago
fix vclouds shader error on macos preventing them from showing up in water reflections
5 Days Ago
fix compile error
6 Days Ago
LightGroupAtTime: keep track of renderers under RendererLODs to properly update instancing when emission changes
6 Days Ago
reduce biome fogging when looking through a camera
6 Days Ago
exclude renderers with negative scale from instancing and warn about them
7 Days Ago
fix EmissionToggle with indirect instancing
7 Days Ago
fix EmissionScaledByLight with indirect instancing
12 Days Ago
merge from wire_shader_pixel_scaling
13 Days Ago
merge from main
13 Days Ago
restore pixel radius based alpha feathering to hide wire aliasing
14 Days Ago
untabify
15 Days Ago
fix hair raycasting shadows in deferred
19 Days Ago
fix missing z-buffer when rendering forward opaques
19 Days Ago
don't need this anymore
19 Days Ago
- emulate BiRP implicit stencil write in g-buffer pass - provide global_DeferredIndirectLightingActive flag
19 Days Ago
further SSS
21 Days Ago
merge from main
33 Days Ago
re-apply craggy changes
33 Days Ago
post subsurface pass beginnings
33 Days Ago
bring over WaterCamera changes into RRP
34 Days Ago
merge from main
34 Days Ago
hoarded a bunch of changes: - refactored vclouds and vfog for multi camera support - vclouds and vfog ported to RRP with built-in wrappers - match sky dome pos to camera in RRP, including in scene view - scale sky dome to camera far plane in RRP - use CommandBufferManager.OnPreCommandBuffer hook to call OnBeginRendering() in built-in wrappers, fixes update happening after commands buffers were already filled - share TextureDescs between render graph and built-in wrapper render texture creation. Ensures consistent formats, etc - fix skybox rendering twice in scene view - fix water render graph issues on lower quality levels - fix destruction of water dynamics RTHandle
34 Days Ago
sync Rust.RenderPipeline
35 Days Ago
add CommandBufferManager.OnPreCommandBuffer hook
48 Days Ago
add tint from vcolor mode to FXVille Blood World Lighting
49 Days Ago
supply lightdir/color for water again, adjust texture formats
49 Days Ago
fix double-rendering atmosphere
49 Days Ago
sync Rust.RenderPipeline changes: - fix missing shader parameter for legacy shadow caster shaders - render forward opaque objects (only SRPDefaultUnlit and RustLit light modes, allows atmospheric elements to render) - make camera context directly accessible by the camera component - add RustRenderPipeline pipeline shader tag
50 Days Ago
maybe fix error spam in build about WaterSurfaceTex vs PostOpaqueDepth dimensions (separate from editor issue I think)
50 Days Ago
stopgap water sky reflection until we have the water refl probe in RRP
51 Days Ago
fix occasional single-pixel ocean line in canyons
51 Days Ago
add "Affect Occlusion" toggle to detail blend layer, makes blend layer interact with base layer occlusion (lerps it white with the blend weight)
52 Days Ago
fix error spam in edit mode on island scenes
54 Days Ago
add screenshot mode for water SSR, works around cut off reflections in high res screenshots
54 Days Ago
add underwater fog blending for tropical shores in deep sea
54 Days Ago
fix merging of island heights with TerrainMeta.HeightMap.deepSeaHeights
56 Days Ago
fix ocean stuttering in demo playback (forces water.scaled_time behavior when playing demo)
56 Days Ago
fix cloud weirdness when overriding weather state when playing back a demo
57 Days Ago
merge from main
57 Days Ago
vclouds: - cap full res image to 4k in either dimension (prevents GPU murder when taking high res screenshot, aspect ratio is maintained when scaling down) - don't reproject when taking a screenshot, render the full cloud image from scratch - respect time.timescale
57 Days Ago
add deep sea version for environment volume properties ocean overrides
57 Days Ago
underwater fog lerping respects reflection.forceupdate
2 Months Ago
RRP water rendering progress
2 Months Ago
sync with Rust.RenderPipeline: - enable global shader param + keyword when RRP is in use
2 Months Ago
sync with latest Rust.RenderPipeline changes: - camera components can return false in OnBeginRendering() to skip rendering the feature for the camera - reset GraphicsSettings.lightsUseLinearIntensity to false on RRP disposal (Fixes BiRP lighting becoming dark when switching, it was also possible for the true value to get saved in GraphicsSettings.asset which confusingly permanently broke BiRP lighting.)
2 Months Ago
merge from main
3 Months Ago
disable the begin/endContextRendering hooks on CommandBufferManager