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700 Commits over 730 Days - 0.04cph!

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
7 Months Ago
work around RT size mismatch in BiRP water wrapper
7 Months Ago
fix water SSR flickering when TAA was enabled, was especially pronounced at grazing angles
7 Months Ago
fix sky and clouds seam in water reflection probe
7 Months Ago
fix vclouds shader error on macos preventing them from showing up in water reflections
7 Months Ago
fix compile error
7 Months Ago
LightGroupAtTime: keep track of renderers under RendererLODs to properly update instancing when emission changes
7 Months Ago
reduce biome fogging when looking through a camera
7 Months Ago
exclude renderers with negative scale from instancing and warn about them
7 Months Ago
fix EmissionToggle with indirect instancing
7 Months Ago
fix EmissionScaledByLight with indirect instancing
7 Months Ago
merge from wire_shader_pixel_scaling
7 Months Ago
merge from main
7 Months Ago
restore pixel radius based alpha feathering to hide wire aliasing
7 Months Ago
untabify
7 Months Ago
fix hair raycasting shadows in deferred
7 Months Ago
fix missing z-buffer when rendering forward opaques
7 Months Ago
don't need this anymore
7 Months Ago
- emulate BiRP implicit stencil write in g-buffer pass - provide global_DeferredIndirectLightingActive flag
7 Months Ago
further SSS
7 Months Ago
merge from main
8 Months Ago
re-apply craggy changes
8 Months Ago
post subsurface pass beginnings
8 Months Ago
bring over WaterCamera changes into RRP
8 Months Ago
merge from main
8 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
8 Months Ago
sync Rust.RenderPipeline
8 Months Ago
add CommandBufferManager.OnPreCommandBuffer hook
8 Months Ago
add tint from vcolor mode to FXVille Blood World Lighting
8 Months Ago
supply lightdir/color for water again, adjust texture formats
8 Months Ago
fix double-rendering atmosphere
8 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
8 Months Ago
maybe fix error spam in build about WaterSurfaceTex vs PostOpaqueDepth dimensions (separate from editor issue I think)
8 Months Ago
stopgap water sky reflection until we have the water refl probe in RRP
8 Months Ago
fix occasional single-pixel ocean line in canyons
8 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)
8 Months Ago
fix error spam in edit mode on island scenes
8 Months Ago
add screenshot mode for water SSR, works around cut off reflections in high res screenshots
8 Months Ago
add underwater fog blending for tropical shores in deep sea
8 Months Ago
fix merging of island heights with TerrainMeta.HeightMap.deepSeaHeights
8 Months Ago
fix ocean stuttering in demo playback (forces water.scaled_time behavior when playing demo)
8 Months Ago
fix cloud weirdness when overriding weather state when playing back a demo
8 Months Ago
merge from main
8 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
8 Months Ago
add deep sea version for environment volume properties ocean overrides
8 Months Ago
underwater fog lerping respects reflection.forceupdate