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765 Commits over 638 Days - 0.05cph!

5 Days Ago
Add an assertion to catch rare error spam from WaterCamera
6 Days Ago
Remove obsolete potato subshaders to reclaim memory
7 Days Ago
Add some profiler intstrumentation
7 Days Ago
Merge from /main/global_mip_bias
7 Days Ago
Rebase on /main
10 Days Ago
Cherry-pick global_mip_bias onto render_pipeline_testing
10 Days Ago
Fix shader error in Core/Skin
10 Days Ago
Revert RRP quality level. One cannot simply mix and match pipelines. :cry2:
10 Days Ago
Reorder SubShaders of Standard Refraction such that RRP is first, GrabPass comes last
10 Days Ago
Add an RRP quality level to prevent shader variant stripping
11 Days Ago
Remove old slow mip map bias code
11 Days Ago
Apply additional mip map bias when upscaling (DLSS)
11 Days Ago
Set _GlobalMipBias automatically from ConVar
11 Days Ago
Set up shaders to use _GlobalMipBias uniform
12 Days Ago
Prevent error spam about _EnvVolumeBuffer
12 Days Ago
Revert: Move WaterCamera.PrepareRender to OnPreCommandBuffer event (Fix CopyTexture error spam and disappearing ocean)
12 Days Ago
Move WaterCamera.PrepareRender to OnPreCommandBuffer event (Fix CopyTexture error spam and disappearing ocean)
12 Days Ago
Add _RRP multi_compile to all shaders with a forward pass
12 Days Ago
Remove _UsingRRP dynamic branch
12 Days Ago
Cherry-pick: Fix shader errors about undeclared identifier '_ST_WindBranchAnchor'. (Use SpeedTree 8 Wind)
12 Days Ago
Fix shader errors about undeclared identifier '_ST_WindBranchAnchor'. (Use SpeedTree 8 Wind)
13 Days Ago
Try to exclude the GrabPass-SubShader of the "Standard Refraction" shader from RRP and causing error spam
13 Days Ago
18 Days Ago
Port ONLY the shader changes over from /main/.../std_shader_compat in order to make the standard shader compatible with the SRP batcher. This will cause conflicts. If you run into that, than know that this branch is the source of truth. This branch should stomp whatever was under /main/indirect_instancing.
21 Days Ago
Hook up FXAA to UI settings
21 Days Ago
Unjitter camera matrix when jittering isn't needed anymore
21 Days Ago
Actually apply jittered projection matrix to camera
24 Days Ago
Fix wrong motion vector results from alpha-clipped materials
24 Days Ago
Restore TAA history weight attenuation from high velocity
25 Days Ago
Add TAA implementation
26 Days Ago
Hook up motion blur to the UI setting (in the same awful way as before :hide-the-pain-harold:)
26 Days Ago
Remove motion blur volume profile (it's now in the pipeline settings)
26 Days Ago
Add motion blur settings on the pipeline asset and the camera settings
26 Days Ago
Clean up naming of non-C++ camera matrices I have decided that the unity_* prefix should be reserved to properties that Unity sets from C++ code. Therefore, the other matrices now use the same naming that they have in URP/HDRP.
26 Days Ago
Unify motion vector colour format preferences
26 Days Ago
Use AddRasterPass for motion vectors
26 Days Ago
Add new 'Names' class and set camera matrices globally in setup pass
31 Days Ago
Fix last remaining motion blur artifacts by using the original noise function
31 Days Ago
Hook up motion blur settings to the volume component
31 Days Ago
Allow water motion vector pass to be culled
31 Days Ago
Refine motion vector pass dependencies
31 Days Ago
Use a preference list for motion vector texture formats
31 Days Ago
Implement multi-pass motion blur to match BiRP
31 Days Ago
Fix motion vector global texture name to match BiRP
31 Days Ago
Make CopyAttachmentsPass use AddUnsafePass and publish the result as global textures
32 Days Ago
Port viewmodel motion vector pass to RRP
33 Days Ago
Fix crash in DrawProcedural() due to wrong shaderPassId
33 Days Ago
Fix various motion vector issues (override shaders, depth, skinned meshes)
33 Days Ago
Remove custom motion vector pass from standard shader
34 Days Ago
Add volume component for motion blur (2)