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61 Commits over 90 Days - 0.03cph!

Today
merge from main
Today
work around issues causing fog to be incorrect/denser than it should
5 Days Ago
remove unused uniform
5 Days Ago
fix vfog density map not using configured shore distance falloff
7 Days Ago
handle another case
7 Days Ago
fix sky compositing regression
8 Days Ago
fix error spam and water going invisible from water body mesh being null
8 Days Ago
don't overly downsample shadow map for vfog
8 Days Ago
fix name collision in maintaining backwards compat
11 Days Ago
get RRP running on unity 6
12 Days Ago
oops
12 Days Ago
probable fix for flickering fog
12 Days Ago
qa island thing
12 Days Ago
fixes, add missing components to some scenes
12 Days Ago
fix watercamera rrp unity 6
12 Days Ago
merge from unity6_compat
13 Days Ago
another fix
13 Days Ago
further
13 Days Ago
bunch of client preproc guards
13 Days Ago
merge from main
14 Days Ago
ignore .DS_Store in Rust.RenderPipeline git repo
14 Days Ago
update player_preview prefab
14 Days Ago
implement optional per-camera lighting overrides (reflection probe, main light exclusion, etc), to support player preview camera
15 Days Ago
partial fix for point/spot light biasing inconsistency with BiRP
16 Days Ago
sync Rust.RenderPipeline: emulate BiRP lighting attenuation for consistency. fixes overly dim player preview lighting, torch light, etc
16 Days Ago
reapply WaterCamera change in RRP
16 Days Ago
merge from main
18 Days Ago
fix missing shader referene
19 Days Ago
restore
19 Days Ago
merge from main
20 Days Ago
explicitly set render targets in GeometryPass, z buffer was missing from forward opaques
20 Days Ago
set up special render pipeline for player preview camera, instead of using default which renders too much stuff we don't need
20 Days Ago
subsurface birp wrap
23 Days Ago
work around RT size mismatch in BiRP water wrapper
36 Days Ago
fix hair raycasting shadows in deferred
40 Days Ago
fix missing z-buffer when rendering forward opaques
40 Days Ago
don't need this anymore
40 Days Ago
- emulate BiRP implicit stencil write in g-buffer pass - provide global_DeferredIndirectLightingActive flag
40 Days Ago
further SSS
42 Days Ago
merge from main
54 Days Ago
re-apply craggy changes
54 Days Ago
post subsurface pass beginnings
55 Days Ago
bring over WaterCamera changes into RRP
55 Days Ago
merge from main
55 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
55 Days Ago
sync Rust.RenderPipeline
56 Days Ago
add CommandBufferManager.OnPreCommandBuffer hook
2 Months Ago
supply lightdir/color for water again, adjust texture formats
2 Months Ago
fix double-rendering atmosphere
2 Months 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