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508 Commits over 546 Days - 0.04cph!

4 Hours Ago
partial fix for point/spot light biasing inconsistency with BiRP
Today
sync Rust.RenderPipeline: emulate BiRP lighting attenuation for consistency. fixes overly dim player preview lighting, torch light, etc
Today
reapply WaterCamera change in RRP
Today
merge from main
2 Days Ago
merge from water_ssr_taa_flicker_fix
2 Days Ago
merge from water_reflection_probe_seam_fix
2 Days Ago
merge from vclouds_macos_reflection_fix
3 Days Ago
fix missing shader referene
4 Days Ago
restore
4 Days Ago
merge from main
4 Days Ago
explicitly set render targets in GeometryPass, z buffer was missing from forward opaques
5 Days Ago
set up special render pipeline for player preview camera, instead of using default which renders too much stuff we don't need
5 Days Ago
subsurface birp wrap
8 Days Ago
work around RT size mismatch in BiRP water wrapper
10 Days Ago
fix water SSR flickering when TAA was enabled, was especially pronounced at grazing angles
11 Days Ago
fix sky and clouds seam in water reflection probe
11 Days Ago
fix vclouds shader error on macos preventing them from showing up in water reflections
11 Days Ago
fix compile error
11 Days Ago
LightGroupAtTime: keep track of renderers under RendererLODs to properly update instancing when emission changes
12 Days Ago
reduce biome fogging when looking through a camera
12 Days Ago
exclude renderers with negative scale from instancing and warn about them
13 Days Ago
fix EmissionToggle with indirect instancing
13 Days Ago
fix EmissionScaledByLight with indirect instancing
18 Days Ago
merge from wire_shader_pixel_scaling
18 Days Ago
merge from main
19 Days Ago
restore pixel radius based alpha feathering to hide wire aliasing
19 Days Ago
untabify
20 Days Ago
fix hair raycasting shadows in deferred
24 Days Ago
fix missing z-buffer when rendering forward opaques
25 Days Ago
don't need this anymore
25 Days Ago
- emulate BiRP implicit stencil write in g-buffer pass - provide global_DeferredIndirectLightingActive flag
25 Days Ago
further SSS
27 Days Ago
merge from main
39 Days Ago
re-apply craggy changes
39 Days Ago
post subsurface pass beginnings
39 Days Ago
bring over WaterCamera changes into RRP
39 Days Ago
merge from main
40 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
40 Days Ago
sync Rust.RenderPipeline
41 Days Ago
add CommandBufferManager.OnPreCommandBuffer hook
54 Days Ago
add tint from vcolor mode to FXVille Blood World Lighting
55 Days Ago
supply lightdir/color for water again, adjust texture formats
55 Days Ago
fix double-rendering atmosphere
55 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
55 Days Ago
maybe fix error spam in build about WaterSurfaceTex vs PostOpaqueDepth dimensions (separate from editor issue I think)
56 Days Ago
stopgap water sky reflection until we have the water refl probe in RRP
56 Days Ago
fix occasional single-pixel ocean line in canyons
56 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)
58 Days Ago
fix error spam in edit mode on island scenes
60 Days Ago
add screenshot mode for water SSR, works around cut off reflections in high res screenshots