userFelixcancel
branchrust_reboot/main/render_pipeline_testingcancel

73 Commits over 61 Days - 0.05cph!

Today
Use a NativeArray for lightShadowData
Yesterday
Remove RustRendererFeatureCameraComponentAttribute due to issues with reflection
Yesterday
Remove string interpolation from BlurOptimizedPass
Yesterday
Avoid delegate allocations in SSAOApplyPass
Yesterday
Elimitate GC allocation in terrain depth pre-pass
Yesterday
Fix Forward+ error spam
Yesterday
Add a null-check for renderer feature component creation
Yesterday
Make sure WaterRendererCamera has an explicit constructor (obfuscation problem?)
Yesterday
Add more profiler instrumentation
2 Days Ago
Always log render graph exceptions
2 Days Ago
Bind dummy buffers when not using RRP to avoid Unity skipping draw calls due to unbound buffers
2 Days Ago
Add ProfilerMarkers to all built-in RRP passes
2 Days Ago
Add a ProfilerMarker to every custom RustRenderPass
4 Days Ago
Make Rust/Standard SRP-Batcher compatible
4 Days Ago
Remove _RRP multi_compile keyword
4 Days Ago
Re-add _UsingRRP dynamic branch
23 Days Ago
Add an assertion to catch rare error spam from WaterCamera
24 Days Ago
Remove obsolete potato subshaders to reclaim memory
25 Days Ago
Add some profiler intstrumentation
28 Days Ago
Cherry-pick global_mip_bias onto render_pipeline_testing
28 Days Ago
Revert RRP quality level. One cannot simply mix and match pipelines. :cry2:
28 Days Ago
Reorder SubShaders of Standard Refraction such that RRP is first, GrabPass comes last
28 Days Ago
Add an RRP quality level to prevent shader variant stripping
30 Days Ago
Prevent error spam about _EnvVolumeBuffer
30 Days Ago
Revert: Move WaterCamera.PrepareRender to OnPreCommandBuffer event (Fix CopyTexture error spam and disappearing ocean)
30 Days Ago
Move WaterCamera.PrepareRender to OnPreCommandBuffer event (Fix CopyTexture error spam and disappearing ocean)
30 Days Ago
Add _RRP multi_compile to all shaders with a forward pass
30 Days Ago
Remove _UsingRRP dynamic branch
31 Days Ago
Cherry-pick: Fix shader errors about undeclared identifier '_ST_WindBranchAnchor'. (Use SpeedTree 8 Wind)
31 Days Ago
Try to exclude the GrabPass-SubShader of the "Standard Refraction" shader from RRP and causing error spam
39 Days Ago
Hook up FXAA to UI settings
40 Days Ago
Unjitter camera matrix when jittering isn't needed anymore
40 Days Ago
Actually apply jittered projection matrix to camera
42 Days Ago
Fix wrong motion vector results from alpha-clipped materials
42 Days Ago
Restore TAA history weight attenuation from high velocity
43 Days Ago
Add TAA implementation
44 Days Ago
Hook up motion blur to the UI setting (in the same awful way as before :hide-the-pain-harold:)
44 Days Ago
Remove motion blur volume profile (it's now in the pipeline settings)
44 Days Ago
Add motion blur settings on the pipeline asset and the camera settings
45 Days Ago
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.
45 Days Ago
Unify motion vector colour format preferences
45 Days Ago
Use AddRasterPass for motion vectors
45 Days Ago
Add new 'Names' class and set camera matrices globally in setup pass
49 Days Ago
Fix last remaining motion blur artifacts by using the original noise function
49 Days Ago
Hook up motion blur settings to the volume component
49 Days Ago
Allow water motion vector pass to be culled
49 Days Ago
Refine motion vector pass dependencies
49 Days Ago
Use a preference list for motion vector texture formats
50 Days Ago
Implement multi-pass motion blur to match BiRP
50 Days Ago
Fix motion vector global texture name to match BiRP