660 Commits over 699 Days - 0.04cph!
Make UIBackgroundBlur follow BIRP 2 pass method
Adjust background capture blurring
Use RustObjectToClipPos in shadow caster to fix eggs
Commandbuffers added during RRP wait until BIRP to register on the camera
Fix decals on RRP->BIRP toggle
Comment out clouds debug log
Refraction viewmodel particles fix
Fix depth not being cleared correctly during hole pass
Disable pass culling on PostOpaqueDepth since it is a global texture and fixes depth in sculpture paintmode
Restore foliage SHDO in RRP
Adjust UI inventory blur to use new grabpasses
Remove downsampling from explosion overlay
Use RustObjectToClipPos for terrain depth prepass to fix depth test issues
Don't clear depth in gbuffer pass
Restore camera matrix on setup pass to fix RRP terrain holes
Reduce sampling loop by pixel distance factor already in use
Snap cold overlay to zero to fix lingering post effect
Merge from rrp_ui_grabpass
Use GetTemporaryRT for UI blur capture
Add profile markers and fix blur darkening
Fix fullscreenSkinViewer background
Merge from rrp_explosion_overlay_fix
Add MinimumIntensity to explosions overlay to stop lingering effects
Batch update UI prefabs with RRP grabpass/blur setup
Emulate UI grabpasses on RRP with Canvas hooks using sort order
Merge from landmine_postfx_rrp_fix
Fix landmine RRP post effect lingering bug
Fix landmine RRP post effect lingering bug
Fix debug collider shader only drawing one pass
Fix dark paintable window in RRP
Merge from render_pipeline_testing
Merge from coveragequery_nre_frame_fix
CoverageQuery NRE fix when queries registered/unregistered multiple times on the same frame, check if pending removal first
Add bloom low filter option in uber
Implement OutlineRendererFeature
Set unity_RenderingLayer in mesh decal pass to fix lighting issues with decals
Merge from render_pipeline_testing
use nonjittered matrix for water reflection sampling to fix flickering with DLSS
Fix decal screen UVs on RRP DLSS
Fix ViewModelCamera null rendertarget on BIRP
Fix DeferredMeshDecals null rendertarget on BIRP
Update raditation RRP volume vignette values
Disable RRP water additional lights for parity
Implement upscaling method options (nearest, linear, bicubic, biquadratic, catmull-rom) and move sharpening pass to after upscale