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878 Commits over 730 Days - 0.05cph!

29 Days Ago
Implement SMAA 1x in RRP
30 Days Ago
Apply GrabPass fix to 5 more shaders
30 Days Ago
Merge glass AR motion blur fix
35 Days Ago
Cherry-pick: Add dedicated depth texture for motion vectors
35 Days Ago
Add dedicated depth texture for motion vectors
35 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.
36 Days Ago
Fix motion blur with the Crystal AR by adding a depth-only pass
36 Days Ago
Add support for depth only passes in ViewModelRenderer This also simplifies the pass caching logic
58 Days Ago
Speculative crash fix: Clamp instance index in terrain hole shader
2 Months Ago
Use a NativeArray for lightShadowData
2 Months Ago
Zero-initialise _GlobalMipBias
2 Months Ago
Remove RustRendererFeatureCameraComponentAttribute due to issues with reflection
2 Months Ago
Remove string interpolation from BlurOptimizedPass
2 Months Ago
Avoid delegate allocations in SSAOApplyPass
2 Months Ago
Elimitate GC allocation in terrain depth pre-pass
2 Months Ago
Fix Forward+ error spam
2 Months Ago
Add a null-check for renderer feature component creation
2 Months Ago
Make sure WaterRendererCamera has an explicit constructor (obfuscation problem?)
2 Months Ago
Add more profiler instrumentation
2 Months Ago
Always log render graph exceptions
2 Months Ago
Bind dummy buffers when not using RRP to avoid Unity skipping draw calls due to unbound buffers
2 Months Ago
Add ProfilerMarkers to all built-in RRP passes
2 Months Ago
Add a ProfilerMarker to every custom RustRenderPass
2 Months Ago
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2 Months Ago
Make Rust/Standard SRP-Batcher compatible
2 Months Ago
Remove _RRP multi_compile keyword
2 Months 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)