branchrust_reboot/main/d11_console_version/unity2019.1/d11_hdrpcancel
78 Commits over 62 Days - 0.05cph!
[D11] rever ASE upgrade, need to do this in a different order
[D11] rever ASE upgrade, need to do this in a different order
add this folder back in until we can purge non-hdrp resources more completely.
add this folder back in until we can purge non-hdrp resources more completely.
[D11] merge from d11 main again to get prefab fixes
[D11] merge from d11 main again to get prefab fixes
[D11] merge from d11 main again to get prefab fixes
[D11] merge from d11 main again to get prefab fixes
[D11] forgot to checkin these upgraded slod materials
[D11] forgot to checkin these upgraded slod materials
[D11] compile fix - why did this only show up when I updated my second workspace?!
[D11] compile fix - why did this only show up when I updated my second workspace?!
[D11] merge from d11 main
[D11] merge from d11 main
[D11] strip DEBUG_DISPLAY to remove a lot of variants
[D11] strip DEBUG_DISPLAY to remove a lot of variants
[D11] another shader compile fix
[D11] another shader compile fix
[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
[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
[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.
[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.
[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.
[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.
[D11] river material updated to hdrp ocean standin
[D11] river material updated to hdrp ocean standin
[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.
[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.
[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.
[D11] merge from d11 main branch again to try to fix network problems (no luck)
[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.
[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
[D11] initial instancing modifications to hdrp package
[D11] add hdrp package to the project ready for instancing mods (will commit modifications in a separate CL to aid discoverability)
[D11] merge from d11 main branch
[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)
[D11] add xbox specific settings for the big sky textures, now that I have the player installed again
[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
[D11] temp fix for spewing error, water system will be upgraded
[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.
[D11] merge the initial ASE checkins including first few shaders, which fixes some foliage
[D11] shadow fix from
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