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branchrust_reboot/main/render_pipeline_testingcancel

63 Commits over 121 Days - 0.02cph!

26 Days Ago
merge from main
28 Days Ago
fix vclouds not showing up in water reflections in BiRP
28 Days Ago
merge from main
28 Days Ago
work around issues causing fog to be incorrect/denser than it should
33 Days Ago
remove unused uniform
33 Days Ago
fix vfog density map not using configured shore distance falloff
35 Days Ago
handle another case
35 Days Ago
fix sky compositing regression
36 Days Ago
fix error spam and water going invisible from water body mesh being null
36 Days Ago
don't overly downsample shadow map for vfog
36 Days Ago
fix name collision in maintaining backwards compat
39 Days Ago
get RRP running on unity 6
40 Days Ago
oops
40 Days Ago
probable fix for flickering fog
40 Days Ago
qa island thing
40 Days Ago
fixes, add missing components to some scenes
40 Days Ago
fix watercamera rrp unity 6
40 Days Ago
merge from unity6_compat
40 Days Ago
another fix
40 Days Ago
further
40 Days Ago
bunch of client preproc guards
41 Days Ago
merge from main
42 Days Ago
ignore .DS_Store in Rust.RenderPipeline git repo
42 Days Ago
update player_preview prefab
42 Days Ago
implement optional per-camera lighting overrides (reflection probe, main light exclusion, etc), to support player preview camera
43 Days Ago
partial fix for point/spot light biasing inconsistency with BiRP
44 Days Ago
sync Rust.RenderPipeline: emulate BiRP lighting attenuation for consistency. fixes overly dim player preview lighting, torch light, etc
44 Days Ago
reapply WaterCamera change in RRP
44 Days Ago
merge from main
46 Days Ago
fix missing shader referene
47 Days Ago
restore
47 Days Ago
merge from main
48 Days Ago
explicitly set render targets in GeometryPass, z buffer was missing from forward opaques
48 Days Ago
set up special render pipeline for player preview camera, instead of using default which renders too much stuff we don't need
48 Days Ago
subsurface birp wrap
51 Days Ago
work around RT size mismatch in BiRP water wrapper
2 Months Ago
fix hair raycasting shadows in deferred
2 Months Ago
fix missing z-buffer when rendering forward opaques
2 Months Ago
don't need this anymore
2 Months Ago
- emulate BiRP implicit stencil write in g-buffer pass - provide global_DeferredIndirectLightingActive flag
2 Months Ago
further SSS
2 Months Ago
merge from main
3 Months Ago
re-apply craggy changes
3 Months Ago
post subsurface pass beginnings
3 Months Ago
bring over WaterCamera changes into RRP
3 Months Ago
merge from main
3 Months 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
3 Months Ago
sync Rust.RenderPipeline
3 Months Ago
add CommandBufferManager.OnPreCommandBuffer hook
3 Months Ago
supply lightdir/color for water again, adjust texture formats