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832 Commits over 700 Days - 0.05cph!

27 Minutes Ago
Merge from blue_noise_dithering
Today
Disable per-object culling
Today
Merge SMAA with RRP
Today
Rebase on main
Today
Implement SMAA 1x in RRP
Yesterday
Apply GrabPass fix to 5 more shaders
Yesterday
Merge glass AR motion blur fix
7 Days Ago
Cherry-pick: Add dedicated depth texture for motion vectors
7 Days Ago
Add dedicated depth texture for motion vectors
7 Days Ago
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.
8 Days Ago
Fix motion blur with the Crystal AR by adding a depth-only pass
8 Days Ago
Add support for depth only passes in ViewModelRenderer This also simplifies the pass caching logic
30 Days Ago
Speculative crash fix: Clamp instance index in terrain hole shader
35 Days Ago
Use a NativeArray for lightShadowData
35 Days Ago
Zero-initialise _GlobalMipBias
36 Days Ago
Remove RustRendererFeatureCameraComponentAttribute due to issues with reflection
36 Days Ago
Remove string interpolation from BlurOptimizedPass
36 Days Ago
Avoid delegate allocations in SSAOApplyPass
36 Days Ago
Elimitate GC allocation in terrain depth pre-pass
36 Days Ago
Fix Forward+ error spam
36 Days Ago
Add a null-check for renderer feature component creation
36 Days Ago
Make sure WaterRendererCamera has an explicit constructor (obfuscation problem?)
36 Days Ago
Add more profiler instrumentation
37 Days Ago
Always log render graph exceptions
37 Days Ago
Bind dummy buffers when not using RRP to avoid Unity skipping draw calls due to unbound buffers
37 Days Ago
Add ProfilerMarkers to all built-in RRP passes
37 Days Ago
Add a ProfilerMarker to every custom RustRenderPass
37 Days Ago
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38 Days Ago
Make Rust/Standard SRP-Batcher compatible
38 Days Ago
Remove _RRP multi_compile keyword
38 Days Ago
Re-add _UsingRRP dynamic branch
58 Days Ago
Add an assertion to catch rare error spam from WaterCamera
59 Days Ago
Remove obsolete potato subshaders to reclaim memory
60 Days Ago
Add some profiler intstrumentation
60 Days Ago
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60 Days Ago
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60 Days Ago
Merge from /main/global_mip_bias
60 Days Ago
Rebase on /main
2 Months Ago
Cherry-pick global_mip_bias onto render_pipeline_testing
2 Months Ago
Fix shader error in Core/Skin
2 Months Ago
Revert RRP quality level. One cannot simply mix and match pipelines. :cry2:
2 Months Ago
Reorder SubShaders of Standard Refraction such that RRP is first, GrabPass comes last
2 Months Ago
Add an RRP quality level to prevent shader variant stripping
2 Months Ago
Remove old slow mip map bias code
2 Months Ago
Apply additional mip map bias when upscaling (DLSS)
2 Months Ago
Set _GlobalMipBias automatically from ConVar
2 Months Ago
Set up shaders to use _GlobalMipBias uniform
2 Months Ago
Prevent error spam about _EnvVolumeBuffer
2 Months Ago
Revert: Move WaterCamera.PrepareRender to OnPreCommandBuffer event (Fix CopyTexture error spam and disappearing ocean)
2 Months Ago
Move WaterCamera.PrepareRender to OnPreCommandBuffer event (Fix CopyTexture error spam and disappearing ocean)