609 Commits over 669 Days - 0.04cph!
Fix terrain compute uninitialised variable warnings
Fix lod extent field not being set
Fix refraction filter pass with merged resolution handling changes
Replace common water texture samplers with shared sampler
Cache compute shader kernels ids for rrp passes
Combine blur and downsampling for refraction filter pass, use firefly filter as first downsample pass instead of full res pass, increase minimum res to 32, reduces draws (28->16) and is faster
▍ ▉▋▋▍▅▋ ▇█▄█▊▄▊▆██▋█▉▇▌▌▊▇▊▇ ▋▋▄▍ ▍▇▄▋▊▅▅▌▄
▉ ▋▄▅ ▄▆▄▆██▆▋▄ ▇█▉▉▄▋ ▋▌▅▄▆ ▅▉▇ ▄▅▉▇▄▊ ██▌▅ ▉
▍ ▆▊▆█▋▅▆█▄ ▉▄▍▌▉▌▉▋█▄▄█▄▅▌█ ▌▍▉█▇▆ ▉▉▅ ▋▇▄▌▆▇▍ ▅▅▇▅▍
WaterStandardCore light intensity correction
Setup oxygen RRP postfx volume and overlay
Render DDraw on beginCameraRendering for RRP
Fix BlurOptimize shader typo
Change BlurOptimized downsample param to nointerp and replace BlitPass with raster pass
Merge from render_pipeline_testing
Batch add stencil block to common shaders
Add PaintableRenderer for paintable cameras and setup with painting dialog prefab to fix background
Stop clearing camera target in gbufferpass which was stomping the camera clear colour
Add stencil block to molotov, and expose shadow intensity property to fix invisible bottle shadow
Remove terrain depth prepass alloc
Move SSAO (and motion vector) passes to before transparent
Fix ambient light flickering
Fix depth assignment in terrain prepass
Compile fix (don't use editor only function)
Add some padding to terrain depth prepass distance
AlphaBatchFitter improvements and alphamap toggle convar that switches between terrain material feature
Merge from render_pipeline_testing
Apply UnityPixelLightIntensityCorrection for billboardlight-RRP to fix particle lighting
Declare hair shader stencil block
Merge from render_pipeline_testing
▊ ▇▄▇▇▄ █▅▌▍▅ ▅▆██ ▇▇▊▇▄▆▌▆ ██▆▇▆▍▆▊▅ █▉▄▊ ▋▌▍▇ ▊▉▉▌▉▍▆
Fix RRP lightingpass memory leak
Coverage Queries Renderer Feature
Add radial blur to RRP combined with blur optimized and setup explosion volume and overlay
Reduce RRP vignette effect