555 Commits over 546 Days - 0.04cph!
merge from render_pipeline_testing
work around issues causing fog to be incorrect/denser than it should
merge from camera_fog_fix
further reduce fogging in cameras
merge from render_pipeline_testing
fix vfog density map not using configured shore distance falloff
merge from render_pipeline_testing
fix sky compositing regression
merge from render_pipeline_testing
fix error spam and water going invisible from water body mesh being null
fix scale not working on prefab deploy guides
don't overly downsample shadow map for vfog
fix name collision in maintaining backwards compat
get RRP running on unity 6
merge from render_pipeline_testing
merge from render_pipeline_testing
probable fix for flickering fog
fix missing functions in Wind.cginc
merge from render_pipeline_testing
fixes, add missing components to some scenes
merge from render_pipeline_testing
fix watercamera rrp unity 6
merge from render_pipeline_testing (unity 6 compat)
RRP unity 6 compatibility (testing old unity still works)
merge from render_pipeline_testing
merge from render_pipeline_testing (server compile fixes)
bunch of client preproc guards
update render pipeline for renamed usings/objects
merge from render_pipeline_testing
ignore .DS_Store in Rust.RenderPipeline git repo
update player_preview prefab
implement optional per-camera lighting overrides (reflection probe, main light exclusion, etc), to support player preview camera
partial fix for point/spot light biasing inconsistency with BiRP
sync Rust.RenderPipeline:
emulate BiRP lighting attenuation for consistency. fixes overly dim player preview lighting, torch light, etc
reapply WaterCamera change in RRP