userBriancancel
branchrust_reboot/main/render_pipeline_testingcancel

77 Commits over 151 Days - 0.02cph!

3 Months Ago
fix hair raycasting shadows in deferred
3 Months Ago
fix missing z-buffer when rendering forward opaques
3 Months Ago
don't need this anymore
3 Months Ago
- emulate BiRP implicit stencil write in g-buffer pass - provide global_DeferredIndirectLightingActive flag
3 Months Ago
further SSS
3 Months Ago
merge from main
4 Months Ago
re-apply craggy changes
4 Months Ago
post subsurface pass beginnings
4 Months Ago
bring over WaterCamera changes into RRP
4 Months Ago
merge from main
4 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
4 Months Ago
sync Rust.RenderPipeline
4 Months Ago
add CommandBufferManager.OnPreCommandBuffer hook
4 Months Ago
supply lightdir/color for water again, adjust texture formats
4 Months Ago
fix double-rendering atmosphere
4 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
4 Months Ago
stopgap water sky reflection until we have the water refl probe in RRP
4 Months Ago
merge from main
5 Months Ago
RRP water rendering progress
5 Months Ago
sync with Rust.RenderPipeline: - enable global shader param + keyword when RRP is in use
5 Months 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.)
5 Months Ago
merge from main
5 Months Ago
disable the begin/endContextRendering hooks on CommandBufferManager
5 Months Ago
update existing passes for pipeline changes
5 Months Ago
sync Rust.RenderPipeline changes
5 Months Ago
merge from main
6 Months Ago
port PostOpaqueDepth to RRP, prerequisite for water