branchrust_reboot/main/render_pipeline_testingcancel
77 Commits over 151 Days - 0.02cph!
finalize RRP underwater post processing
fix missing shader parameter used by post process effects
underwater post effect initial
remove debug print in WaterRendererFeature
organize deploy guide renderer feature code, fix LocalKeyword error when first bringing out a deploy guide
fix player_model changes stomped in merge
- implement refraction pass after regular transparents
- implement RenderPipelineSwitchNode and RenderPipelineCondition behaviours to toggle game objects depending on active render pipeline
- get player censorship working in RRP and keep it working in BiRP thru the new behaviors above
add RustForwardOpaque lightmode to opaque geometry pass
fix vclouds not showing up in water reflections in BiRP
work around issues causing fog to be incorrect/denser than it should
fix vfog density map not using configured shore distance falloff
fix sky compositing regression
fix error spam and water going invisible from water body mesh being null
don't overly downsample shadow map for vfog
fix name collision in maintaining backwards compat
get RRP running on unity 6
probable fix for flickering fog
fixes, add missing components to some scenes
fix watercamera rrp unity 6
bunch of client preproc guards
ignore .DS_Store in Rust.RenderPipeline git repo
update player_preview prefab
implement optional per-camera lighting overrides (reflection probe, main light exclusion, etc), to support player preview camera
partial fix for point/spot light biasing inconsistency with BiRP
sync Rust.RenderPipeline:
emulate BiRP lighting attenuation for consistency. fixes overly dim player preview lighting, torch light, etc
reapply WaterCamera change in RRP
fix missing shader referene
explicitly set render targets in GeometryPass, z buffer was missing from forward opaques
set up special render pipeline for player preview camera, instead of using default which renders too much stuff we don't need
work around RT size mismatch in BiRP water wrapper