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664 Commits over 730 Days - 0.04cph!

6 Months Ago
merge from main
6 Months Ago
merge from render_pipeline_testing
6 Months Ago
merge from main
6 Months Ago
ignore .DS_Store in Rust.RenderPipeline git repo
6 Months Ago
update player_preview prefab
6 Months Ago
implement optional per-camera lighting overrides (reflection probe, main light exclusion, etc), to support player preview camera
6 Months Ago
partial fix for point/spot light biasing inconsistency with BiRP
6 Months Ago
sync Rust.RenderPipeline: emulate BiRP lighting attenuation for consistency. fixes overly dim player preview lighting, torch light, etc
6 Months Ago
reapply WaterCamera change in RRP
6 Months Ago
merge from main
6 Months Ago
merge from water_ssr_taa_flicker_fix
6 Months Ago
merge from water_reflection_probe_seam_fix
6 Months Ago
merge from vclouds_macos_reflection_fix
6 Months Ago
fix missing shader referene
6 Months Ago
restore
6 Months Ago
merge from main
6 Months Ago
explicitly set render targets in GeometryPass, z buffer was missing from forward opaques
6 Months Ago
set up special render pipeline for player preview camera, instead of using default which renders too much stuff we don't need
6 Months Ago
subsurface birp wrap
6 Months Ago
work around RT size mismatch in BiRP water wrapper
6 Months Ago
fix water SSR flickering when TAA was enabled, was especially pronounced at grazing angles
6 Months Ago
fix sky and clouds seam in water reflection probe
6 Months Ago
fix vclouds shader error on macos preventing them from showing up in water reflections
6 Months Ago
fix compile error
6 Months Ago
LightGroupAtTime: keep track of renderers under RendererLODs to properly update instancing when emission changes
6 Months Ago
reduce biome fogging when looking through a camera
6 Months Ago
exclude renderers with negative scale from instancing and warn about them
6 Months Ago
fix EmissionToggle with indirect instancing
6 Months Ago
fix EmissionScaledByLight with indirect instancing
6 Months Ago
merge from wire_shader_pixel_scaling
6 Months Ago
merge from main
6 Months Ago
restore pixel radius based alpha feathering to hide wire aliasing
6 Months Ago
untabify
6 Months Ago
fix hair raycasting shadows in deferred
6 Months Ago
fix missing z-buffer when rendering forward opaques
6 Months Ago
don't need this anymore
6 Months Ago
- emulate BiRP implicit stencil write in g-buffer pass - provide global_DeferredIndirectLightingActive flag
6 Months Ago
further SSS
6 Months Ago
merge from main
7 Months Ago
re-apply craggy changes
7 Months Ago
post subsurface pass beginnings
7 Months Ago
bring over WaterCamera changes into RRP
7 Months Ago
merge from main
7 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
7 Months Ago
sync Rust.RenderPipeline
7 Months Ago
add CommandBufferManager.OnPreCommandBuffer hook
7 Months Ago
add tint from vcolor mode to FXVille Blood World Lighting
7 Months Ago
supply lightdir/color for water again, adjust texture formats
7 Months Ago
fix double-rendering atmosphere
7 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