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643 Commits over 668 Days - 0.04cph!

4 Months Ago
fix sky and clouds seam in water reflection probe
4 Months Ago
fix vclouds shader error on macos preventing them from showing up in water reflections
4 Months Ago
fix compile error
4 Months Ago
LightGroupAtTime: keep track of renderers under RendererLODs to properly update instancing when emission changes
4 Months Ago
reduce biome fogging when looking through a camera
4 Months Ago
exclude renderers with negative scale from instancing and warn about them
4 Months Ago
fix EmissionToggle with indirect instancing
4 Months Ago
fix EmissionScaledByLight with indirect instancing
5 Months Ago
merge from wire_shader_pixel_scaling
5 Months Ago
merge from main
5 Months Ago
restore pixel radius based alpha feathering to hide wire aliasing
5 Months Ago
untabify
5 Months Ago
fix hair raycasting shadows in deferred
5 Months Ago
fix missing z-buffer when rendering forward opaques
5 Months Ago
don't need this anymore
5 Months Ago
- emulate BiRP implicit stencil write in g-buffer pass - provide global_DeferredIndirectLightingActive flag
5 Months Ago
further SSS
5 Months Ago
merge from main
5 Months Ago
re-apply craggy changes
5 Months Ago
post subsurface pass beginnings
5 Months Ago
bring over WaterCamera changes into RRP
5 Months Ago
merge from main
5 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
5 Months Ago
sync Rust.RenderPipeline
5 Months Ago
add CommandBufferManager.OnPreCommandBuffer hook
6 Months Ago
add tint from vcolor mode to FXVille Blood World Lighting
6 Months Ago
supply lightdir/color for water again, adjust texture formats
6 Months Ago
fix double-rendering atmosphere
6 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
6 Months Ago
maybe fix error spam in build about WaterSurfaceTex vs PostOpaqueDepth dimensions (separate from editor issue I think)
6 Months Ago
stopgap water sky reflection until we have the water refl probe in RRP
6 Months Ago
fix occasional single-pixel ocean line in canyons
6 Months Ago
add "Affect Occlusion" toggle to detail blend layer, makes blend layer interact with base layer occlusion (lerps it white with the blend weight)
6 Months Ago
fix error spam in edit mode on island scenes
6 Months Ago
add screenshot mode for water SSR, works around cut off reflections in high res screenshots
6 Months Ago
add underwater fog blending for tropical shores in deep sea
6 Months Ago
fix merging of island heights with TerrainMeta.HeightMap.deepSeaHeights
6 Months Ago
fix ocean stuttering in demo playback (forces water.scaled_time behavior when playing demo)
6 Months Ago
fix cloud weirdness when overriding weather state when playing back a demo
6 Months Ago
merge from main
6 Months Ago
vclouds: - cap full res image to 4k in either dimension (prevents GPU murder when taking high res screenshot, aspect ratio is maintained when scaling down) - don't reproject when taking a screenshot, render the full cloud image from scratch - respect time.timescale
6 Months Ago
add deep sea version for environment volume properties ocean overrides
6 Months Ago
underwater fog lerping respects reflection.forceupdate
6 Months Ago
RRP water rendering progress
6 Months Ago
sync with Rust.RenderPipeline: - enable global shader param + keyword when RRP is in use
6 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.)
6 Months Ago
merge from main
7 Months Ago
disable the begin/endContextRendering hooks on CommandBufferManager
7 Months Ago
update existing passes for pipeline changes
7 Months Ago
sync Rust.RenderPipeline changes