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841 Commits over 700 Days - 0.05cph!

5 Days Ago
Fix mesh painting in RRP (🥚🧥)
5 Days Ago
Fix map layers (like train tunnels) not rendering in RRP
6 Days Ago
Upgrade SMAA in-place to SMAA T2x
10 Days Ago
Merge from render_pipeline_testing (fixed)
10 Days Ago
Re-apply improved hair and beard rendering cleanly
10 Days Ago
Merge from main
10 Days Ago
Subtract borked changeset
10 Days Ago
Merge from render_pipeline_testing
10 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.
10 Days Ago
Merge from blue_noise_dithering
11 Days Ago
Disable per-object culling
11 Days Ago
Merge SMAA with RRP
11 Days Ago
Rebase on main
11 Days Ago
Implement SMAA 1x in RRP
12 Days Ago
Apply GrabPass fix to 5 more shaders
12 Days Ago
Merge glass AR motion blur fix
17 Days Ago
Cherry-pick: Add dedicated depth texture for motion vectors
17 Days Ago
Add dedicated depth texture for motion vectors
17 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.
18 Days Ago
Fix motion blur with the Crystal AR by adding a depth-only pass
18 Days Ago
Add support for depth only passes in ViewModelRenderer This also simplifies the pass caching logic
41 Days Ago
Speculative crash fix: Clamp instance index in terrain hole shader
45 Days Ago
Use a NativeArray for lightShadowData
45 Days Ago
Zero-initialise _GlobalMipBias
46 Days Ago
Remove RustRendererFeatureCameraComponentAttribute due to issues with reflection
46 Days Ago
Remove string interpolation from BlurOptimizedPass
46 Days Ago
Avoid delegate allocations in SSAOApplyPass
46 Days Ago
Elimitate GC allocation in terrain depth pre-pass
46 Days Ago
Fix Forward+ error spam
46 Days Ago
Add a null-check for renderer feature component creation
46 Days Ago
Make sure WaterRendererCamera has an explicit constructor (obfuscation problem?)
46 Days Ago
Add more profiler instrumentation
47 Days Ago
Always log render graph exceptions
47 Days Ago
Bind dummy buffers when not using RRP to avoid Unity skipping draw calls due to unbound buffers
47 Days Ago
Add ProfilerMarkers to all built-in RRP passes
47 Days Ago
Add a ProfilerMarker to every custom RustRenderPass
47 Days Ago
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48 Days Ago
Make Rust/Standard SRP-Batcher compatible
48 Days Ago
Remove _RRP multi_compile keyword
48 Days Ago
Re-add _UsingRRP dynamic branch
2 Months Ago
Add an assertion to catch rare error spam from WaterCamera
2 Months Ago
Remove obsolete potato subshaders to reclaim memory
2 Months Ago
Add some profiler intstrumentation
2 Months Ago
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2 Months Ago
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2 Months Ago
Merge from /main/global_mip_bias
2 Months Ago
Rebase on /main
2 Months Ago
Cherry-pick global_mip_bias onto render_pipeline_testing
2 Months Ago
Fix shader error in Core/Skin
2 Months Ago
Revert RRP quality level. One cannot simply mix and match pipelines. :cry2: