788 Commits over 700 Days - 0.05cph!
Cherry-pick: Add dedicated depth texture for motion vectors
Add dedicated depth texture for motion vectors
Add special transparent motion vector pass to view model
This new pass is used for transparent-yet-solid objects like the Crystal AR skin. I also moved the view model's motion vector pass to OnBeforeImageEffects (after transparent) where writing to the depth buffer has fewer consequences.
Fix motion blur with the Crystal AR by adding a depth-only pass
Add support for depth only passes in ViewModelRenderer
This also simplifies the pass caching logic
Speculative crash fix: Clamp instance index in terrain hole shader
Use a NativeArray for lightShadowData
Zero-initialise _GlobalMipBias
Remove RustRendererFeatureCameraComponentAttribute due to issues with reflection
Remove string interpolation from BlurOptimizedPass
Avoid delegate allocations in SSAOApplyPass
Elimitate GC allocation in terrain depth pre-pass
Add a null-check for renderer feature component creation
Make sure WaterRendererCamera has an explicit constructor (obfuscation problem?)
Add more profiler instrumentation
Always log render graph exceptions
Bind dummy buffers when not using RRP to avoid Unity skipping draw calls due to unbound buffers
Add ProfilerMarkers to all built-in RRP passes
Add a ProfilerMarker to every custom RustRenderPass
Make Rust/Standard SRP-Batcher compatible
Remove _RRP multi_compile keyword
Re-add _UsingRRP dynamic branch
Add an assertion to catch rare error spam from WaterCamera
Remove obsolete potato subshaders to reclaim memory
Add some profiler intstrumentation
Merge from /main/global_mip_bias
Cherry-pick global_mip_bias onto render_pipeline_testing
Fix shader error in Core/Skin
Revert RRP quality level. One cannot simply mix and match pipelines. :cry2:
Reorder SubShaders of Standard Refraction such that RRP is first, GrabPass comes last
Add an RRP quality level to prevent shader variant stripping
Remove old slow mip map bias code
Apply additional mip map bias when upscaling (DLSS)
Set _GlobalMipBias automatically from ConVar
Set up shaders to use _GlobalMipBias uniform
Prevent error spam about _EnvVolumeBuffer
Revert: Move WaterCamera.PrepareRender to OnPreCommandBuffer event (Fix CopyTexture error spam and disappearing ocean)
Move WaterCamera.PrepareRender to OnPreCommandBuffer event (Fix CopyTexture error spam and disappearing ocean)
Add _RRP multi_compile to all shaders with a forward pass
Remove _UsingRRP dynamic branch
Cherry-pick: Fix shader errors about undeclared identifier '_ST_WindBranchAnchor'. (Use SpeedTree 8 Wind)
Fix shader errors about undeclared identifier '_ST_WindBranchAnchor'. (Use SpeedTree 8 Wind)
Try to exclude the GrabPass-SubShader of the "Standard Refraction" shader from RRP and causing error spam
Port ONLY the shader changes over from /main/.../std_shader_compat in order to make the standard shader compatible with the SRP batcher. This will cause conflicts. If you run into that, than know that this branch is the source of truth. This branch should stomp whatever was under /main/indirect_instancing.
Hook up FXAA to UI settings
Unjitter camera matrix when jittering isn't needed anymore
Actually apply jittered projection matrix to camera