838 Commits over 700 Days - 0.05cph!
Merge from render_pipeline_testing (fixed)
Re-apply improved hair and beard rendering cleanly
Subtract borked changeset
Merge from render_pipeline_testing
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.
Merge from blue_noise_dithering
Disable per-object culling
Apply GrabPass fix to 5 more shaders
Merge glass AR motion blur fix
Cherry-pick: Add dedicated depth texture for motion vectors
Add dedicated depth texture for motion vectors
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.
Fix motion blur with the Crystal AR by adding a depth-only pass
Add support for depth only passes in ViewModelRenderer
This also simplifies the pass caching logic
Speculative crash fix: Clamp instance index in terrain hole shader
Use a NativeArray for lightShadowData
Zero-initialise _GlobalMipBias
Remove RustRendererFeatureCameraComponentAttribute due to issues with reflection
Remove string interpolation from BlurOptimizedPass
Avoid delegate allocations in SSAOApplyPass
Elimitate GC allocation in terrain depth pre-pass
Add a null-check for renderer feature component creation
Make sure WaterRendererCamera has an explicit constructor (obfuscation problem?)
Add more profiler instrumentation
Always log render graph exceptions
Bind dummy buffers when not using RRP to avoid Unity skipping draw calls due to unbound buffers
Add ProfilerMarkers to all built-in RRP passes
Add a ProfilerMarker to every custom RustRenderPass
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Make Rust/Standard SRP-Batcher compatible
Remove _RRP multi_compile keyword
Re-add _UsingRRP dynamic branch
Add an assertion to catch rare error spam from WaterCamera
Remove obsolete potato subshaders to reclaim memory
Add some profiler intstrumentation
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Merge from /main/global_mip_bias
Cherry-pick global_mip_bias onto render_pipeline_testing
Fix shader error in Core/Skin
Revert RRP quality level. One cannot simply mix and match pipelines. :cry2:
Reorder SubShaders of Standard Refraction such that RRP is first, GrabPass comes last
Add an RRP quality level to prevent shader variant stripping
Remove old slow mip map bias code