branchrust_reboot/main/render_pipeline_testingcancel
14 Commits over 31 Days - 0.02cph!
supply lightdir/color for water again, adjust texture formats
fix double-rendering atmosphere
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
stopgap water sky reflection until we have the water refl probe in RRP
RRP water rendering progress
sync with Rust.RenderPipeline:
- enable global shader param + keyword when RRP is in use
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.)
disable the begin/endContextRendering hooks on CommandBufferManager
update existing passes for pipeline changes
sync Rust.RenderPipeline changes
port PostOpaqueDepth to RRP, prerequisite for water