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14 Commits over 31 Days - 0.02cph!

Today
supply lightdir/color for water again, adjust texture formats
Today
fix double-rendering atmosphere
Today
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
Yesterday
stopgap water sky reflection until we have the water refl probe in RRP
8 Days Ago
merge from main
12 Days Ago
RRP water rendering progress
12 Days Ago
sync with Rust.RenderPipeline: - enable global shader param + keyword when RRP is in use
12 Days Ago
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.)
14 Days Ago
merge from main
34 Days Ago
disable the begin/endContextRendering hooks on CommandBufferManager
34 Days Ago
update existing passes for pipeline changes
34 Days Ago
sync Rust.RenderPipeline changes
35 Days Ago
merge from main
48 Days Ago
port PostOpaqueDepth to RRP, prerequisite for water