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838 Commits over 700 Days - 0.05cph!

3 Days Ago
Merge from render_pipeline_testing (fixed)
3 Days Ago
Re-apply improved hair and beard rendering cleanly
3 Days Ago
Merge from main
3 Days Ago
Subtract borked changeset
3 Days Ago
Merge from render_pipeline_testing
3 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.
3 Days Ago
Merge from blue_noise_dithering
4 Days Ago
Disable per-object culling
4 Days Ago
Merge SMAA with RRP
4 Days Ago
Rebase on main
4 Days Ago
Implement SMAA 1x in RRP
5 Days Ago
Apply GrabPass fix to 5 more shaders
5 Days Ago
Merge glass AR motion blur fix
10 Days Ago
Cherry-pick: Add dedicated depth texture for motion vectors
10 Days Ago
Add dedicated depth texture for motion vectors
10 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.
11 Days Ago
Fix motion blur with the Crystal AR by adding a depth-only pass
11 Days Ago
Add support for depth only passes in ViewModelRenderer This also simplifies the pass caching logic
34 Days Ago
Speculative crash fix: Clamp instance index in terrain hole shader
38 Days Ago
Use a NativeArray for lightShadowData
38 Days Ago
Zero-initialise _GlobalMipBias
39 Days Ago
Remove RustRendererFeatureCameraComponentAttribute due to issues with reflection
39 Days Ago
Remove string interpolation from BlurOptimizedPass
39 Days Ago
Avoid delegate allocations in SSAOApplyPass
39 Days Ago
Elimitate GC allocation in terrain depth pre-pass
39 Days Ago
Fix Forward+ error spam
39 Days Ago
Add a null-check for renderer feature component creation
39 Days Ago
Make sure WaterRendererCamera has an explicit constructor (obfuscation problem?)
39 Days Ago
Add more profiler instrumentation
40 Days Ago
Always log render graph exceptions
40 Days Ago
Bind dummy buffers when not using RRP to avoid Unity skipping draw calls due to unbound buffers
40 Days Ago
Add ProfilerMarkers to all built-in RRP passes
40 Days Ago
Add a ProfilerMarker to every custom RustRenderPass
40 Days Ago
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41 Days Ago
Make Rust/Standard SRP-Batcher compatible
41 Days Ago
Remove _RRP multi_compile keyword
41 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:
2 Months Ago
Reorder SubShaders of Standard Refraction such that RRP is first, GrabPass comes last
2 Months Ago
Add an RRP quality level to prevent shader variant stripping
2 Months Ago
Remove old slow mip map bias code