userBriancancel

674 Commits over 730 Days - 0.04cph!

3 Months Ago
temp
3 Months Ago
add some additional RRP client-only guards
3 Months Ago
client-only guard AtmosphereVolumeDrawPass
3 Months Ago
implement atmopshere volumes (bandit camp fog) in RRP
3 Months Ago
fix AnimalFur shader missing g-buffer stencil write
3 Months Ago
- implement depth of field in RRP - OnPreCull/OnPreRender update routines in RustCamera get called from RRP now
3 Months Ago
fix devLocal/WorldCoord shaders missing g-buffer stencil write
3 Months Ago
fix shader bug causing GPU crash (RRP)
3 Months Ago
update SetRenderFunc calls
3 Months Ago
RRP contact shadows fixes
3 Months Ago
oops
3 Months Ago
add debug layer for contact shadows
3 Months Ago
set up RRP renderer datas for skinviewer cameras
3 Months Ago
fix broken water reflections when using DLSS or render scaling
3 Months Ago
Fix white preview player eyes in bandit camp/areas with atmosphere volumes (shader data lingering from main camera)
3 Months Ago
bring skinviewer viewmodel rendering changes to RRP
3 Months Ago
temp fix
3 Months Ago
merge from main
3 Months Ago
fix missing resource reset
3 Months Ago
RRP contact shadows
3 Months Ago
fix underwater post processing not working in proc map
3 Months Ago
fix foliage displacement feature causing scene view issues, avoid drawing viewmodel feature outside of the game view
3 Months Ago
add PerformanceText line for Rust Render Pipeline when enabled, getting harder to tell visually which pipeline we're using
3 Months Ago
RRP: water surfaces receive light from all light sources now, not just sun (forward+ lighting)
3 Months Ago
fix missing function in RRP billboard light
3 Months Ago
add RRP billboard lighting to Particle AddSmooth, fix error in PixelLit 6-Point
3 Months Ago
RRP BillboardLight logic consistency fix with BRP
3 Months Ago
tweak
3 Months Ago
fix active state for underwater effect not propagating
3 Months Ago
unity 6 VolumeManager fixes
3 Months Ago
DeployGuides: more explicit depth/stencil format
3 Months Ago
optimize depth buffer formats used by water render targets, post opaque depth RT needs no depth at all
3 Months Ago
convert depth-stencil format from TextureDesc to RenderTextureDescriptor more directly
3 Months Ago
further RRP particle/billboard lighting
3 Months Ago
SetupPass: supply global_MainLightingAtten for particle/billboard shading
3 Months Ago
remove extra semicolon
3 Months Ago
fix g-buffer inconsistency for skin shading between BiRP and RRP
3 Months Ago
prefab merge fix, will need to redo this
3 Months Ago
further fixes
3 Months Ago
fixes
3 Months Ago
merge from main
3 Months Ago
progress on billboard/particle lighting conversion to RRP
4 Months Ago
merge from lod_baker
4 Months Ago
lod baker: write output textures as tga instead of png
4 Months Ago
increase censorship pixelation size with decreasing camera FOV (binoculars, etc) to account for further away stuff taking up more screen area
4 Months Ago
add optional override for pixelation censorship pixel size, override it for player preview so it looks correct
4 Months Ago
scene fix
4 Months Ago
finalize RRP underwater post processing
4 Months Ago
lod baker: distinguish identical mesh names
4 Months Ago
fix missing shader parameter used by post process effects