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859 Commits over 730 Days - 0.05cph!

57 Days Ago
Always log render graph exceptions
57 Days Ago
Bind dummy buffers when not using RRP to avoid Unity skipping draw calls due to unbound buffers
57 Days Ago
Add ProfilerMarkers to all built-in RRP passes
57 Days Ago
Add a ProfilerMarker to every custom RustRenderPass
57 Days Ago
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58 Days Ago
Make Rust/Standard SRP-Batcher compatible
58 Days Ago
Remove _RRP multi_compile keyword
58 Days Ago
Re-add _UsingRRP dynamic branch
3 Months Ago
Add an assertion to catch rare error spam from WaterCamera
3 Months Ago
Remove obsolete potato subshaders to reclaim memory
3 Months Ago
Add some profiler intstrumentation
3 Months Ago
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3 Months Ago
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3 Months Ago
Merge from /main/global_mip_bias
3 Months Ago
Rebase on /main
3 Months Ago
Cherry-pick global_mip_bias onto render_pipeline_testing
3 Months Ago
Fix shader error in Core/Skin
3 Months Ago
Revert RRP quality level. One cannot simply mix and match pipelines. :cry2:
3 Months Ago
Reorder SubShaders of Standard Refraction such that RRP is first, GrabPass comes last
3 Months Ago
Add an RRP quality level to prevent shader variant stripping
3 Months Ago
Remove old slow mip map bias code
3 Months Ago
Apply additional mip map bias when upscaling (DLSS)
3 Months Ago
Set _GlobalMipBias automatically from ConVar
3 Months Ago
Set up shaders to use _GlobalMipBias uniform
3 Months Ago
Prevent error spam about _EnvVolumeBuffer
3 Months Ago
Revert: Move WaterCamera.PrepareRender to OnPreCommandBuffer event (Fix CopyTexture error spam and disappearing ocean)
3 Months Ago
Move WaterCamera.PrepareRender to OnPreCommandBuffer event (Fix CopyTexture error spam and disappearing ocean)
3 Months Ago
Add _RRP multi_compile to all shaders with a forward pass
3 Months Ago
Remove _UsingRRP dynamic branch
3 Months Ago
Cherry-pick: Fix shader errors about undeclared identifier '_ST_WindBranchAnchor'. (Use SpeedTree 8 Wind)
3 Months Ago
Fix shader errors about undeclared identifier '_ST_WindBranchAnchor'. (Use SpeedTree 8 Wind)
3 Months Ago
Try to exclude the GrabPass-SubShader of the "Standard Refraction" shader from RRP and causing error spam
3 Months Ago
3 Months Ago
Port ONLY the shader changes over from /main/.../std_shader_compat in order to make the standard shader compatible with the SRP batcher. This will cause conflicts. If you run into that, than know that this branch is the source of truth. This branch should stomp whatever was under /main/indirect_instancing.
3 Months Ago
Hook up FXAA to UI settings
3 Months Ago
Unjitter camera matrix when jittering isn't needed anymore
3 Months Ago
Actually apply jittered projection matrix to camera
3 Months Ago
Fix wrong motion vector results from alpha-clipped materials
3 Months Ago
Restore TAA history weight attenuation from high velocity
3 Months Ago
Add TAA implementation
3 Months Ago
Hook up motion blur to the UI setting (in the same awful way as before :hide-the-pain-harold:)
3 Months Ago
Remove motion blur volume profile (it's now in the pipeline settings)
3 Months Ago
Add motion blur settings on the pipeline asset and the camera settings
3 Months 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.
3 Months Ago
Unify motion vector colour format preferences
3 Months Ago
Use AddRasterPass for motion vectors
3 Months Ago
Add new 'Names' class and set camera matrices globally in setup pass
3 Months Ago
Fix last remaining motion blur artifacts by using the original noise function
3 Months Ago
Hook up motion blur settings to the volume component
3 Months Ago
Allow water motion vector pass to be culled