563 Commits over 577 Days - 0.04cph!
merge from render_pipeline_testing
ignore .DS_Store in Rust.RenderPipeline git repo
update player_preview prefab
implement optional per-camera lighting overrides (reflection probe, main light exclusion, etc), to support player preview camera
partial fix for point/spot light biasing inconsistency with BiRP
sync Rust.RenderPipeline:
emulate BiRP lighting attenuation for consistency. fixes overly dim player preview lighting, torch light, etc
reapply WaterCamera change in RRP
merge from water_ssr_taa_flicker_fix
merge from water_reflection_probe_seam_fix
merge from vclouds_macos_reflection_fix
fix missing shader referene
explicitly set render targets in GeometryPass, z buffer was missing from forward opaques
set up special render pipeline for player preview camera, instead of using default which renders too much stuff we don't need
work around RT size mismatch in BiRP water wrapper
fix water SSR flickering when TAA was enabled, was especially pronounced at grazing angles
fix sky and clouds seam in water reflection probe
fix vclouds shader error on macos preventing them from showing up in water reflections
LightGroupAtTime: keep track of renderers under RendererLODs to properly update instancing when emission changes
reduce biome fogging when looking through a camera
exclude renderers with negative scale from instancing and warn about them
fix EmissionToggle with indirect instancing
fix EmissionScaledByLight with indirect instancing
merge from wire_shader_pixel_scaling
restore pixel radius based alpha feathering to hide wire aliasing
fix hair raycasting shadows in deferred
fix missing z-buffer when rendering forward opaques
- emulate BiRP implicit stencil write in g-buffer pass
- provide global_DeferredIndirectLightingActive flag
post subsurface pass beginnings
bring over WaterCamera changes into RRP
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
add CommandBufferManager.OnPreCommandBuffer hook
add tint from vcolor mode to FXVille Blood World Lighting
supply lightdir/color for water again, adjust texture formats
fix double-rendering atmosphere
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
maybe fix error spam in build about WaterSurfaceTex vs PostOpaqueDepth dimensions (separate from editor issue I think)