branchrust_reboot/main/render_pipeline_testingcancel

298 Commits over 335 Days - 0.04cph!

Today
Hook up FXAA to UI settings
Today
Unjitter camera matrix when jittering isn't needed anymore
Today
Actually apply jittered projection matrix to camera
Today
Added gamma intensity correction to the Forward+ lighting color that's applied for transparent objects
3 Days Ago
Fix wrong motion vector results from alpha-clipped materials
3 Days Ago
Restore TAA history weight attenuation from high velocity
3 Days Ago
Fixed an issue that was causing all additional lights to sample the shadow atlas using NGSS even when the light was set to have no shadows enabled
3 Days Ago
Add blur optimized pass ColdOverlay RRP volume fix
3 Days Ago
Fixed an issue where various effects on the camera weren't being updated correctly in the build when RRP was enabled
4 Days Ago
get Standard Refraction working in RRP
4 Days Ago
fix fog not working switching back to BRP with RRP initially enabled
4 Days Ago
RRP: fix DoF not working in workshop scene if DoF was disabled in graphics settings
4 Days Ago
Add TAA implementation
4 Days Ago
fix clouds not rendering when switching back to BRP
4 Days Ago
fix WaterCamera error spam when swiching to BRP with RRP initially enabled
4 Days Ago
fix binocular effect error spam in main menu
4 Days Ago
Fixed the lighting discrepancies between BRP and RRP
4 Days Ago
Normalizing the light direction when evaluating the BSDF for forward rendered objects to prevent crazy high emission values
4 Days Ago
Fixed the issue with point/spot light shadows not showing on RRP
5 Days Ago
Add frost effect to UberPostPass Add frost volume component Setup cold RRP effect and script Reduce some shader variants by using branching for low cost effects
5 Days Ago
Setup RRP hurt punch and radiation overlay effects/scripts
5 Days Ago
Hook up motion blur to the UI setting (in the same awful way as before :hide-the-pain-harold:)
5 Days Ago
Remove motion blur volume profile (it's now in the pipeline settings)
5 Days Ago
Add motion blur settings on the pipeline asset and the camera settings
5 Days Ago
Added the full setup for the default volume profile settings asset
5 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.
5 Days Ago
Unify motion vector colour format preferences
5 Days Ago
Use AddRasterPass for motion vectors
5 Days Ago
Add new 'Names' class and set camera matrices globally in setup pass
5 Days Ago
Setup hurt overlay effect and script with RRP Setup vignette and sharpen effect and script with RRP Merge vignettes into one effect
5 Days Ago
Make renderscale effect RRP clone asset
6 Days Ago
fix disco ball in RRP, do forward+ lighting in fragForwardBase
6 Days Ago
line endings
6 Days Ago
Update sharpen_vignette, radiation, and cctv RRP volumes
6 Days Ago
CRLF to LF for Grain.hlsl, GrainBaker.hlsl, and ScreenOverlay.hlsl
6 Days Ago
Moving all calls to VolumeStack.GetComponent from the Render method to the Record method of the ColorLutPass
6 Days Ago
Setup postprocess render scale and change passes to use scaled buffer size
6 Days Ago
Deinitializing the VolumeManager instance on the RustRenderPipeline Dispose method
7 Days Ago
RRP ReflectionProbeEx + vclouds rendering into it
7 Days Ago
Add screen overlay (with lighting) to UberPostPass
8 Days Ago
Add GreyScale effect to uber post pass Rename UberOverlay to UberPostPass
10 Days Ago
Added RRP enabled wrappers around the command buffer being added and removed for shadow caching to prevent warning log spam
10 Days Ago
Fix last remaining motion blur artifacts by using the original noise function
10 Days Ago
Replaced all Shader.Find calls in the renderer features with serialized references to avoid the shaders being missing in the build
10 Days Ago
Hook up motion blur settings to the volume component
10 Days Ago
Added the scattering shader as a serialized ref on the AtmosphereRendererFeature to avoid issues with the shader not being present in a build
10 Days Ago
Add chromatic aberration and grain to uberpass
10 Days Ago
Allow water motion vector pass to be culled
10 Days Ago
Refine motion vector pass dependencies
10 Days Ago
Use a preference list for motion vector texture formats