userFelixcancel

788 Commits over 700 Days - 0.05cph!

Yesterday
Cherry-pick: Add dedicated depth texture for motion vectors
Yesterday
Add dedicated depth texture for motion vectors
Yesterday
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.
3 Days Ago
Fix motion blur with the Crystal AR by adding a depth-only pass
3 Days Ago
Add support for depth only passes in ViewModelRenderer This also simplifies the pass caching logic
25 Days Ago
Speculative crash fix: Clamp instance index in terrain hole shader
30 Days Ago
Use a NativeArray for lightShadowData
30 Days Ago
Zero-initialise _GlobalMipBias
31 Days Ago
Remove RustRendererFeatureCameraComponentAttribute due to issues with reflection
31 Days Ago
Remove string interpolation from BlurOptimizedPass
31 Days Ago
Avoid delegate allocations in SSAOApplyPass
31 Days Ago
Elimitate GC allocation in terrain depth pre-pass
31 Days Ago
Fix Forward+ error spam
31 Days Ago
Add a null-check for renderer feature component creation
31 Days Ago
Make sure WaterRendererCamera has an explicit constructor (obfuscation problem?)
31 Days Ago
Add more profiler instrumentation
32 Days Ago
Always log render graph exceptions
32 Days Ago
Bind dummy buffers when not using RRP to avoid Unity skipping draw calls due to unbound buffers
32 Days Ago
Add ProfilerMarkers to all built-in RRP passes
32 Days Ago
Add a ProfilerMarker to every custom RustRenderPass
33 Days Ago
Make Rust/Standard SRP-Batcher compatible
33 Days Ago
Remove _RRP multi_compile keyword
33 Days Ago
Re-add _UsingRRP dynamic branch
53 Days Ago
Add an assertion to catch rare error spam from WaterCamera
54 Days Ago
Remove obsolete potato subshaders to reclaim memory
55 Days Ago
Add some profiler intstrumentation
55 Days Ago
Merge from /main/global_mip_bias
55 Days Ago
Rebase on /main
58 Days Ago
Cherry-pick global_mip_bias onto render_pipeline_testing
58 Days Ago
Fix shader error in Core/Skin
58 Days Ago
Revert RRP quality level. One cannot simply mix and match pipelines. :cry2:
58 Days Ago
Reorder SubShaders of Standard Refraction such that RRP is first, GrabPass comes last
58 Days Ago
Add an RRP quality level to prevent shader variant stripping
59 Days Ago
Remove old slow mip map bias code
59 Days Ago
Apply additional mip map bias when upscaling (DLSS)
59 Days Ago
Set _GlobalMipBias automatically from ConVar
59 Days Ago
Set up shaders to use _GlobalMipBias uniform
60 Days Ago
Prevent error spam about _EnvVolumeBuffer
60 Days Ago
Revert: Move WaterCamera.PrepareRender to OnPreCommandBuffer event (Fix CopyTexture error spam and disappearing ocean)
60 Days Ago
Move WaterCamera.PrepareRender to OnPreCommandBuffer event (Fix CopyTexture error spam and disappearing ocean)
60 Days Ago
Add _RRP multi_compile to all shaders with a forward pass
60 Days Ago
Remove _UsingRRP dynamic branch
60 Days Ago
Cherry-pick: Fix shader errors about undeclared identifier '_ST_WindBranchAnchor'. (Use SpeedTree 8 Wind)
60 Days Ago
Fix shader errors about undeclared identifier '_ST_WindBranchAnchor'. (Use SpeedTree 8 Wind)
2 Months Ago
Try to exclude the GrabPass-SubShader of the "Standard Refraction" shader from RRP and causing error spam
2 Months Ago
2 Months Ago
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.
2 Months Ago
Hook up FXAA to UI settings
2 Months Ago
Unjitter camera matrix when jittering isn't needed anymore
2 Months Ago
Actually apply jittered projection matrix to camera