branchrust_reboot/main/d11_console_version/unity2019.1/d11_hdrpcancel

78 Commits over 62 Days - 0.05cph!

5 Years Ago
[D11] rever ASE upgrade, need to do this in a different order
5 Years Ago
[D11] rever ASE upgrade, need to do this in a different order
5 Years Ago
[D11] ASE upgrade to 1.7
5 Years Ago
[D11] ASE upgrade to 1.7
5 Years Ago
add this folder back in until we can purge non-hdrp resources more completely.
5 Years Ago
add this folder back in until we can purge non-hdrp resources more completely.
5 Years Ago
[D11] merge from d11 main again to get prefab fixes
5 Years Ago
[D11] merge from d11 main again to get prefab fixes
5 Years Ago
[D11] merge from d11 main again to get prefab fixes
5 Years Ago
[D11] merge from d11 main again to get prefab fixes
5 Years Ago
[D11] forgot to checkin these upgraded slod materials
5 Years Ago
[D11] forgot to checkin these upgraded slod materials
5 Years Ago
[D11] compile fix
5 Years Ago
[D11] compile fix
5 Years Ago
[D11] compile fix - why did this only show up when I updated my second workspace?!
5 Years Ago
[D11] compile fix - why did this only show up when I updated my second workspace?!
5 Years Ago
[D11] merge from d11 main
5 Years Ago
[D11] merge from d11 main
5 Years Ago
[D11] strip DEBUG_DISPLAY to remove a lot of variants
5 Years Ago
[D11] strip DEBUG_DISPLAY to remove a lot of variants
5 Years Ago
[D11] another shader compile fix
5 Years Ago
[D11] another shader compile fix
5 Years Ago
[D11] fix for SLODs being pink in hdrp. Added a shadergraph shader which is uses the LitMaster plus an extra node which applies the dithered alpha clip. It's a bit of cheat because you can't have custom function nodes which don't connect to something, so I'm just passing the model's alpha through my function, and doing the dither clip as a "side effect" of the function, but I don't see why it won't be robust. Tweaked the other inputs to LitMaster to try to make the slod models look similar to before, this could do with more artist tweaking, and generally the (cross)fade could be more polished. + a water compile fix that I missed from a commit yesterday + a foliageASE instancing fix I missed too
5 Years Ago
[D11] fix for SLODs being pink in hdrp. Added a shadergraph shader which is uses the LitMaster plus an extra node which applies the dithered alpha clip. It's a bit of cheat because you can't have custom function nodes which don't connect to something, so I'm just passing the model's alpha through my function, and doing the dither clip as a "side effect" of the function, but I don't see why it won't be robust. Tweaked the other inputs to LitMaster to try to make the slod models look similar to before, this could do with more artist tweaking, and generally the (cross)fade could be more polished. + a water compile fix that I missed from a commit yesterday + a foliageASE instancing fix I missed too
5 Years Ago
[D11] ASE indirect instancing support (can't really test it right now, but more ASE shaders will appear when I update from the FP branch). Fix some compile errors in mostly unused shaders.
5 Years Ago
[D11] ASE indirect instancing support (can't really test it right now, but more ASE shaders will appear when I update from the FP branch). Fix some compile errors in mostly unused shaders.
5 Years Ago
[D11] water merge to (near) latest code, merge in most of the minor d11 changes though left quality tweaks out for now. As WIP continues on main branches it should now be quite easy to merge over.
5 Years Ago
[D11] water merge to (near) latest code, merge in most of the minor d11 changes though left quality tweaks out for now. As WIP continues on main branches it should now be quite easy to merge over.
5 Years Ago
[D11] river material updated to hdrp ocean standin
5 Years Ago
[D11] river material updated to hdrp ocean standin
5 Years Ago
[D11] fix for procedural instancing, instance offset in texcoord7 not coming through in shadergraph code. Had to abuse the reflection setup of HDRPShaderStructs a bit because it doesn't naturally allow the setup of two mutually exclusive fields with the same name.
5 Years Ago
[D11] fix for procedural instancing, instance offset in texcoord7 not coming through in shadergraph code. Had to abuse the reflection setup of HDRPShaderStructs a bit because it doesn't naturally allow the setup of two mutually exclusive fields with the same name.
5 Years Ago
[D11] namespace change to disambiguate the Rust.Editor namespace from the Rust.Editor static class, code inside the editor assembly which is unique to D11 branches with local server enabled, was failing to compile.
5 Years Ago
rewind accidental merge
5 Years Ago
[D11] merge with main
5 Years Ago
[D11] merge from d11 main branch again to try to fix network problems (no luck)
5 Years Ago
[D11] merge from d11 main branch: nb: need to fix namespace/class clash in ConvertSceneItems, will do after this commit. Also needs a further incremental update because this merge happened in the midst of some server related issues I think.
5 Years Ago
[D11] use hdrp callback for gpu instancing, make sure it happens after the same callback for occlusion so that the z pyramid is up to date, similar to main branch fix but for hdrp
5 Years Ago
[D11] initial instancing modifications to hdrp package
5 Years Ago
[D11] add hdrp package to the project ready for instancing mods (will commit modifications in a separate CL to aid discoverability)
5 Years Ago
[D11] disable grabpass
5 Years Ago
[D11] merge from d11 main branch
5 Years Ago
[D11] re-run texture streaming script to apply flags to all the new hdrp textures, fixes grass on ps4 (not sure why it fixes it sadly)
5 Years Ago
[D11] add xbox specific settings for the big sky textures, now that I have the player installed again
5 Years Ago
[D11] pull the shadergraph package into our repository...because needed to apply codegen fix for ps4 (see CameraNode.cs, was doing a mtx44 * float3 mul) delete some unused stuff causing errors that has also been deleted on the main hdrp branch
5 Years Ago
[D11] temp fix for spewing error, water system will be upgraded
5 Years Ago
[D11] fix some materials skipped from the upgrade because were still using standard shaders, but had been fixed to Rust/Standard shaders on the main branch.
5 Years Ago
[D11] merge the initial ASE checkins including first few shaders, which fixes some foliage
5 Years Ago
[D11] shadow fix from 36347
5 Years Ago
[D11] merge fix