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563 Commits over 577 Days - 0.04cph!

42 Days Ago
merge from render_pipeline_testing
42 Days Ago
merge from main
43 Days Ago
ignore .DS_Store in Rust.RenderPipeline git repo
43 Days Ago
update player_preview prefab
43 Days Ago
implement optional per-camera lighting overrides (reflection probe, main light exclusion, etc), to support player preview camera
45 Days Ago
partial fix for point/spot light biasing inconsistency with BiRP
45 Days Ago
sync Rust.RenderPipeline: emulate BiRP lighting attenuation for consistency. fixes overly dim player preview lighting, torch light, etc
45 Days Ago
reapply WaterCamera change in RRP
45 Days Ago
merge from main
47 Days Ago
merge from water_ssr_taa_flicker_fix
47 Days Ago
merge from water_reflection_probe_seam_fix
47 Days Ago
merge from vclouds_macos_reflection_fix
48 Days Ago
fix missing shader referene
49 Days Ago
restore
49 Days Ago
merge from main
49 Days Ago
explicitly set render targets in GeometryPass, z buffer was missing from forward opaques
49 Days Ago
set up special render pipeline for player preview camera, instead of using default which renders too much stuff we don't need
49 Days Ago
subsurface birp wrap
52 Days Ago
work around RT size mismatch in BiRP water wrapper
55 Days Ago
fix water SSR flickering when TAA was enabled, was especially pronounced at grazing angles
55 Days Ago
fix sky and clouds seam in water reflection probe
55 Days Ago
fix vclouds shader error on macos preventing them from showing up in water reflections
56 Days Ago
fix compile error
56 Days Ago
LightGroupAtTime: keep track of renderers under RendererLODs to properly update instancing when emission changes
56 Days Ago
reduce biome fogging when looking through a camera
56 Days Ago
exclude renderers with negative scale from instancing and warn about them
57 Days Ago
fix EmissionToggle with indirect instancing
57 Days Ago
fix EmissionScaledByLight with indirect instancing
2 Months Ago
merge from wire_shader_pixel_scaling
2 Months Ago
merge from main
2 Months Ago
restore pixel radius based alpha feathering to hide wire aliasing
2 Months Ago
untabify
2 Months Ago
fix hair raycasting shadows in deferred
2 Months Ago
fix missing z-buffer when rendering forward opaques
2 Months Ago
don't need this anymore
2 Months Ago
- emulate BiRP implicit stencil write in g-buffer pass - provide global_DeferredIndirectLightingActive flag
2 Months Ago
further SSS
2 Months Ago
merge from main
3 Months Ago
re-apply craggy changes
3 Months Ago
post subsurface pass beginnings
3 Months Ago
bring over WaterCamera changes into RRP
3 Months Ago
merge from main
3 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
3 Months Ago
sync Rust.RenderPipeline
3 Months Ago
add CommandBufferManager.OnPreCommandBuffer hook
3 Months Ago
add tint from vcolor mode to FXVille Blood World Lighting
3 Months Ago
supply lightdir/color for water again, adjust texture formats
3 Months Ago
fix double-rendering atmosphere
3 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
3 Months Ago
maybe fix error spam in build about WaterSurfaceTex vs PostOpaqueDepth dimensions (separate from editor issue I think)