branchrust_reboot/main/render_pipeline_testingcancel

68 Commits over 243 Days - 0.01cph!

Today
work around RT size mismatch in BiRP water wrapper
13 Days Ago
fix hair raycasting shadows in deferred
17 Days Ago
fix missing z-buffer when rendering forward opaques
18 Days Ago
don't need this anymore
18 Days Ago
- emulate BiRP implicit stencil write in g-buffer pass - provide global_DeferredIndirectLightingActive flag
18 Days Ago
further SSS
19 Days Ago
merge from main
32 Days Ago
re-apply craggy changes
32 Days Ago
post subsurface pass beginnings
32 Days Ago
bring over WaterCamera changes into RRP
32 Days Ago
merge from main
33 Days Ago
hoarded a bunch of changes: - refactored vclouds and vfog for multi camera support - vclouds and vfog ported to RRP with built-in wrappers - match sky dome pos to camera in RRP, including in scene view - scale sky dome to camera far plane in RRP - use CommandBufferManager.OnPreCommandBuffer hook to call OnBeginRendering() in built-in wrappers, fixes update happening after commands buffers were already filled - share TextureDescs between render graph and built-in wrapper render texture creation. Ensures consistent formats, etc - fix skybox rendering twice in scene view - fix water render graph issues on lower quality levels - fix destruction of water dynamics RTHandle
33 Days Ago
sync Rust.RenderPipeline
34 Days Ago
add CommandBufferManager.OnPreCommandBuffer hook
47 Days Ago
supply lightdir/color for water again, adjust texture formats
47 Days Ago
fix double-rendering atmosphere
47 Days Ago
sync Rust.RenderPipeline changes: - fix missing shader parameter for legacy shadow caster shaders - render forward opaque objects (only SRPDefaultUnlit and RustLit light modes, allows atmospheric elements to render) - make camera context directly accessible by the camera component - add RustRenderPipeline pipeline shader tag
49 Days Ago
stopgap water sky reflection until we have the water refl probe in RRP
55 Days Ago
merge from main
59 Days Ago
RRP water rendering progress
59 Days Ago
sync with Rust.RenderPipeline: - enable global shader param + keyword when RRP is in use
59 Days Ago
sync with latest Rust.RenderPipeline changes: - camera components can return false in OnBeginRendering() to skip rendering the feature for the camera - reset GraphicsSettings.lightsUseLinearIntensity to false on RRP disposal (Fixes BiRP lighting becoming dark when switching, it was also possible for the true value to get saved in GraphicsSettings.asset which confusingly permanently broke BiRP lighting.)
2 Months Ago
merge from main
3 Months Ago
disable the begin/endContextRendering hooks on CommandBufferManager
3 Months Ago
update existing passes for pipeline changes
3 Months Ago
sync Rust.RenderPipeline changes
3 Months Ago
merge from main
3 Months Ago
port PostOpaqueDepth to RRP, prerequisite for water
4 Months Ago
Fixed various lighting issues within the lit and deferred lighting shaders within RRP
4 Months Ago
Fixed some indirect lighting issues with the lit shader in RRP
4 Months Ago
Fixed more issues with shadow biases in the RRP shaders
4 Months Ago
Added support for light cookies in RRP
4 Months Ago
Merge from main
5 Months Ago
RRP: Fixed shadow bias calculations for point and spot lights
5 Months Ago
Merge from main
5 Months Ago
Fixed shadow bias issues within the Rust Render Pipeline
5 Months Ago
Merge from main
6 Months Ago
Merge from main
6 Months Ago
Merge from main
7 Months Ago
Updated the Rust.RenderPipeline package to include lighting stencil value changes
7 Months Ago
Merge from main
7 Months Ago
Merge from main
7 Months Ago
Fixed server compile errors for new decal and environment volume render passes
7 Months Ago
Added new properties serialized on the DecalsRendererFeature
7 Months Ago
Added deferred mesh decal rendering support to RRP
7 Months Ago
Added support for Deferred Decal rendering in the new render pipeline
7 Months Ago
Merge from main
7 Months Ago
Updated Rust.RenderPipeline to include debug visualizations for the GBuffer outputs and the indirect lighting targets
7 Months Ago
Added pipeline textures that get set during the Setup pass. This makes Deferred Indirect Lighting work correctly in the new render pipeline
7 Months Ago
Fixed the lighting and shadow issues when using the Rust.RenderPipeline