755 Commits over 638 Days - 0.05cph!
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
Fix wrong motion vector results from alpha-clipped materials
Restore TAA history weight attenuation from high velocity
Hook up motion blur to the UI setting (in the same awful way as before :hide-the-pain-harold:)
Remove motion blur volume profile (it's now in the pipeline settings)
Add motion blur settings on the pipeline asset and the camera settings
Clean up naming of non-C++ camera matrices
I have decided that the unity_* prefix should be reserved to properties that Unity sets from C++ code. Therefore, the other matrices now use the same naming that they have in URP/HDRP.
Unify motion vector colour format preferences
Use AddRasterPass for motion vectors
Add new 'Names' class and set camera matrices globally in setup pass
Fix last remaining motion blur artifacts by using the original noise function
Hook up motion blur settings to the volume component
Allow water motion vector pass to be culled
Refine motion vector pass dependencies
Use a preference list for motion vector texture formats
Implement multi-pass motion blur to match BiRP
Fix motion vector global texture name to match BiRP
Make CopyAttachmentsPass use AddUnsafePass and publish the result as global textures
Port viewmodel motion vector pass to RRP
Fix crash in DrawProcedural() due to wrong shaderPassId
Fix various motion vector issues (override shaders, depth, skinned meshes)
Remove custom motion vector pass from standard shader
Add volume component for motion blur (2)
Add volume component for motion blur
Fix motion vectors from skinned meshes
Fix foliage rendering with camera motion blur
Disable motion blur because it's still a little broken
Add a simple motion blur implementation
Use the new UnsafePass API for the motion vector pass
Set correct motion vector shader in RRP settings
Implement camera motion vectors
Set up (empty) camera motion vector pass
Fix per-object motion vector pass