branchrust_reboot/main/render_pipeline_testingcancel
100 Commits over 122 Days - 0.03cph!
Merge from wind_motion_vectors
Convert SkyboxPass to a RasterRenderPass
Fix background not rendering through glass in skin viewer with RRP enabled
Fix view model being blurred with the background after disconnect/reconnect
Fix global mip bias not being applied on startup, causing blurry foliage textures
Merge from blur_artifacts
Add "Rust Render Pipeline" UI toggle under experimental
Fix broken motion vectors of skinned meshes when their material has instancing enabled
Fix vertex shader precision discrepancy causing artifacts in certain view models with TAA or motion blur enabled
New detailed frame timing in the F8 performance overlay.
https://files.facepunch.com/fell/2026/September/FRAME_TIMING.png
Fix mesh painting in RRP (🥚🧥)
Fix map layers (like train tunnels) not rendering in RRP
Upgrade SMAA in-place to SMAA T2x
Re-apply improved hair and beard rendering cleanly
RRP: Massively improved hair and beard rendering when TAA or DLSS are enabled. All other anti-aliasing modes now use simple cutout to appear less noisy.
Merge from blue_noise_dithering
Disable per-object culling
Apply GrabPass fix to 5 more shaders
Merge glass AR motion blur fix
Add dedicated depth texture for motion vectors
Use a NativeArray for lightShadowData
Remove RustRendererFeatureCameraComponentAttribute due to issues with reflection
Remove string interpolation from BlurOptimizedPass
Avoid delegate allocations in SSAOApplyPass
Elimitate GC allocation in terrain depth pre-pass
Add a null-check for renderer feature component creation
Make sure WaterRendererCamera has an explicit constructor (obfuscation problem?)
Add more profiler instrumentation
Always log render graph exceptions
Bind dummy buffers when not using RRP to avoid Unity skipping draw calls due to unbound buffers
Add ProfilerMarkers to all built-in RRP passes
Add a ProfilerMarker to every custom RustRenderPass
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Make Rust/Standard SRP-Batcher compatible
Remove _RRP multi_compile keyword
Re-add _UsingRRP dynamic branch
Add an assertion to catch rare error spam from WaterCamera
Remove obsolete potato subshaders to reclaim memory
Add some profiler intstrumentation
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Cherry-pick global_mip_bias onto render_pipeline_testing
Revert RRP quality level. One cannot simply mix and match pipelines. :cry2:
Reorder SubShaders of Standard Refraction such that RRP is first, GrabPass comes last
Add an RRP quality level to prevent shader variant stripping