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826 Commits over 700 Days - 0.05cph!

59 Minutes Ago
Merge glass AR motion blur fix
5 Days Ago
Cherry-pick: Add dedicated depth texture for motion vectors
5 Days Ago
Add dedicated depth texture for motion vectors
5 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.
6 Days Ago
Fix motion blur with the Crystal AR by adding a depth-only pass
6 Days Ago
Add support for depth only passes in ViewModelRenderer This also simplifies the pass caching logic
29 Days Ago
Speculative crash fix: Clamp instance index in terrain hole shader
33 Days Ago
Use a NativeArray for lightShadowData
33 Days Ago
Zero-initialise _GlobalMipBias
34 Days Ago
Remove RustRendererFeatureCameraComponentAttribute due to issues with reflection
34 Days Ago
Remove string interpolation from BlurOptimizedPass
34 Days Ago
Avoid delegate allocations in SSAOApplyPass
34 Days Ago
Elimitate GC allocation in terrain depth pre-pass
34 Days Ago
Fix Forward+ error spam
34 Days Ago
Add a null-check for renderer feature component creation
34 Days Ago
Make sure WaterRendererCamera has an explicit constructor (obfuscation problem?)
34 Days Ago
Add more profiler instrumentation
35 Days Ago
Always log render graph exceptions
35 Days Ago
Bind dummy buffers when not using RRP to avoid Unity skipping draw calls due to unbound buffers
35 Days Ago
Add ProfilerMarkers to all built-in RRP passes
35 Days Ago
Add a ProfilerMarker to every custom RustRenderPass
35 Days Ago
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36 Days Ago
Make Rust/Standard SRP-Batcher compatible
36 Days Ago
Remove _RRP multi_compile keyword
36 Days Ago
Re-add _UsingRRP dynamic branch
56 Days Ago
Add an assertion to catch rare error spam from WaterCamera
57 Days Ago
Remove obsolete potato subshaders to reclaim memory
58 Days Ago
Add some profiler intstrumentation
58 Days Ago
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58 Days Ago
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58 Days Ago
Merge from /main/global_mip_bias
58 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)
2 Months Ago
Add _RRP multi_compile to all shaders with a forward pass
2 Months Ago
Remove _UsingRRP dynamic branch
2 Months Ago
Cherry-pick: Fix shader errors about undeclared identifier '_ST_WindBranchAnchor'. (Use SpeedTree 8 Wind)
2 Months 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