userFelixcancel
reporust_rebootcancel

847 Commits over 700 Days - 0.05cph!

3 Days Ago
Merge from Render Pipeline Testing
3 Days Ago
Add "Rust Render Pipeline" UI toggle under experimental
3 Days Ago
Fix broken motion vectors of skinned meshes when their material has instancing enabled
3 Days Ago
Merge from render_pipeline_testing
3 Days Ago
Fix vertex shader precision discrepancy causing artifacts in certain view models with TAA or motion blur enabled
3 Days Ago
New detailed frame timing in the F8 performance overlay. https://files.facepunch.com/fell/2026/September/FRAME_TIMING.png
12 Days Ago
Fix mesh painting in RRP (🥚🧥)
12 Days Ago
Fix map layers (like train tunnels) not rendering in RRP
13 Days Ago
Upgrade SMAA in-place to SMAA T2x
17 Days Ago
Merge from render_pipeline_testing (fixed)
17 Days Ago
Re-apply improved hair and beard rendering cleanly
17 Days Ago
Merge from main
17 Days Ago
Subtract borked changeset
17 Days Ago
Merge from render_pipeline_testing
17 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.
17 Days Ago
Merge from blue_noise_dithering
18 Days Ago
Disable per-object culling
18 Days Ago
Merge SMAA with RRP
18 Days Ago
Rebase on main
18 Days Ago
Implement SMAA 1x in RRP
19 Days Ago
Apply GrabPass fix to 5 more shaders
19 Days Ago
Merge glass AR motion blur fix
24 Days Ago
Cherry-pick: Add dedicated depth texture for motion vectors
24 Days Ago
Add dedicated depth texture for motion vectors
24 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.
25 Days Ago
Fix motion blur with the Crystal AR by adding a depth-only pass
25 Days Ago
Add support for depth only passes in ViewModelRenderer This also simplifies the pass caching logic
48 Days Ago
Speculative crash fix: Clamp instance index in terrain hole shader
52 Days Ago
Use a NativeArray for lightShadowData
52 Days Ago
Zero-initialise _GlobalMipBias
53 Days Ago
Remove RustRendererFeatureCameraComponentAttribute due to issues with reflection
53 Days Ago
Remove string interpolation from BlurOptimizedPass
53 Days Ago
Avoid delegate allocations in SSAOApplyPass
53 Days Ago
Elimitate GC allocation in terrain depth pre-pass
53 Days Ago
Fix Forward+ error spam
53 Days Ago
Add a null-check for renderer feature component creation
53 Days Ago
Make sure WaterRendererCamera has an explicit constructor (obfuscation problem?)
53 Days Ago
Add more profiler instrumentation
54 Days Ago
Always log render graph exceptions
54 Days Ago
Bind dummy buffers when not using RRP to avoid Unity skipping draw calls due to unbound buffers
54 Days Ago
Add ProfilerMarkers to all built-in RRP passes
54 Days Ago
Add a ProfilerMarker to every custom RustRenderPass
54 Days Ago
▍ ▉▇▊▉▌▅ ▄▄▉▍█▆▄█▇▌▌▉▋ ▋▆▊▄▌▊▉▊▌▌▌ ▍▅▉▆ ▇▇▌▊▉▊▍▅▇▋▅
55 Days Ago
Make Rust/Standard SRP-Batcher compatible
55 Days Ago
Remove _RRP multi_compile keyword
55 Days Ago
Re-add _UsingRRP dynamic branch
2 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
▍ ▄▅█▄▉▋▅▋▇▍▆▊ ▉▌▄▄ ▇▊▉▆▍█▅██▇▍▍▉▋▇▇█▍▄▄ ▇ ▋▆▊▄▌█▊▆▉▊▅▅▍▌▆▋▍▍▉▄▍▉▅▋▅▆