728 Commits over 608 Days - 0.05cph!
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
Add basic object motion vector shader (WIP)
Prepare camera motion vector pass
Fix deploy guide not rendering when in a map without water
Fill motion vector command buffer
Setup motion vector pass (doesn't draw anything yet)
Make the RRP toggle a saved ConVar
Merge from render_pipeline_testing
Add blue noise dithering (but don't use it yet)
Do not perform dithering unless any form of anti-aliasing is active
Don't try to initialise BatchRendererGroup if the ConVar is disabled
Merge from render_pipeline_testing
Fix compile error (UnityToolbarExtender)
Merge from indirect_instancing (main)
Add instancing setup calls to forward passes in Rust/Standard
Merge from indirect_instancing
Merge from std_shader_compat
Add some notes about newly added .cginc files and why they are there.
Clean up Instancing.cginc
Restore built-in instancing compatibility of Rust/Standard shader because it's also required for non-BRG procedural instancing
Merge from batch_renderer_group
Only initialise BatchRendererGroup if using a render pipeline
Remove legacy built-in instancing support from Rust/Standard shader. We're all-in on RRP, SRPB, BRG and all the other fancy acronyms.
Remove no longer needed RustDOTSInstancing.cginc