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901 Commits over 730 Days - 0.05cph!

15 Days Ago
Use unity_MatrixVP over UNITY_MATRIX_VP for consistency
15 Days Ago
Use RustGlobals.hlsl and RustObjectToClipPos() in nearly all shaders. Upgrade nearly all shaders to target 4.5
15 Days Ago
Fix Crystal AR view model being cut off
15 Days Ago
Use plain `mul` and `add` with `precise` keyword for consistent MVP transforms
20 Days Ago
Merge from Render Pipeline Testing
20 Days Ago
Add "Rust Render Pipeline" UI toggle under experimental
20 Days Ago
Fix broken motion vectors of skinned meshes when their material has instancing enabled
20 Days Ago
Merge from render_pipeline_testing
20 Days Ago
Fix vertex shader precision discrepancy causing artifacts in certain view models with TAA or motion blur enabled
20 Days Ago
New detailed frame timing in the F8 performance overlay. https://files.facepunch.com/fell/2026/September/FRAME_TIMING.png
29 Days Ago
Fix mesh painting in RRP (🥚🧥)
29 Days Ago
Fix map layers (like train tunnels) not rendering in RRP
30 Days Ago
Upgrade SMAA in-place to SMAA T2x
34 Days Ago
Merge from render_pipeline_testing (fixed)
34 Days Ago
Re-apply improved hair and beard rendering cleanly
34 Days Ago
Merge from main
34 Days Ago
Subtract borked changeset
34 Days Ago
Merge from render_pipeline_testing
34 Days Ago
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.
34 Days Ago
Merge from blue_noise_dithering
35 Days Ago
Disable per-object culling
35 Days Ago
Merge SMAA with RRP
35 Days Ago
Rebase on main
35 Days Ago
Implement SMAA 1x in RRP
36 Days Ago
Apply GrabPass fix to 5 more shaders
36 Days Ago
Merge glass AR motion blur fix
41 Days Ago
Cherry-pick: Add dedicated depth texture for motion vectors
41 Days Ago
Add dedicated depth texture for motion vectors
41 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.
42 Days Ago
Fix motion blur with the Crystal AR by adding a depth-only pass
42 Days Ago
Add support for depth only passes in ViewModelRenderer This also simplifies the pass caching logic
2 Months 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