branchrust_reboot/main/render_pipeline_testingcancel

165 Commits over 335 Days - 0.02cph!

Today
Make the RRP toggle a saved ConVar
Today
Configured custom tone mapping setting for all main camera post process volumes
Today
Added new Custom mode for tone mapping in RRP
Today
temp fix
Today
merge from main
Today
fix missing resource reset
Today
- Added the RRP volumes for all color grading post process volumes and configured most of their settings - Updated the player_preview to include the new effects - color grading prefab - Updated the ClimateOverlay script to be compatible with both BRP and RRP volumes
Today
Converted all effect objects under the Main Camera prefab object to prefabs to prevent conflicts when editing individual effects
Yesterday
RRP contact shadows
Yesterday
fix underwater post processing not working in proc map
Yesterday
Added support for the shadow filtering dev convar in RRP
Yesterday
- Fixed the shadow filtering on the lowest shadow preset on RRP - Updated the RRP directional shadow bias to be closer to Unity's BiRP implementation - Updated the RRP asset to add the warning for editing it during play mode
3 Days Ago
Matching RRP shadow resolution to BRP shadow resolution when setting shadow quality presets
3 Days Ago
Fixed the depth bias for directional shadows on RRP
5 Days Ago
fix foliage displacement feature causing scene view issues, avoid drawing viewmodel feature outside of the game view
5 Days Ago
add PerformanceText line for Rust Render Pipeline when enabled, getting harder to tell visually which pipeline we're using
5 Days Ago
RRP: water surfaces receive light from all light sources now, not just sun (forward+ lighting)
5 Days Ago
fix missing function in RRP billboard light
6 Days Ago
Code gen to add back RRP ConVars
6 Days Ago
Added NGSS support to RRP
6 Days Ago
add RRP billboard lighting to Particle AddSmooth, fix error in PixelLit 6-Point
6 Days Ago
RRP BillboardLight logic consistency fix with BRP
6 Days Ago
tweak
6 Days Ago
fix active state for underwater effect not propagating
7 Days Ago
unity 6 VolumeManager fixes
7 Days Ago
DeployGuides: more explicit depth/stencil format
7 Days Ago
optimize depth buffer formats used by water render targets, post opaque depth RT needs no depth at all
7 Days Ago
convert depth-stencil format from TextureDesc to RenderTextureDescriptor more directly
8 Days Ago
Updated the blitter shader to fix missing shader keywords relating to MSAA
8 Days Ago
further RRP particle/billboard lighting
9 Days Ago
SetupPass: supply global_MainLightingAtten for particle/billboard shading
9 Days Ago
remove extra semicolon
9 Days Ago
fix g-buffer inconsistency for skin shading between BiRP and RRP
9 Days Ago
prefab merge fix, will need to redo this
9 Days Ago
further fixes
9 Days Ago
fixes
9 Days Ago
merge from main
9 Days Ago
progress on billboard/particle lighting conversion to RRP
14 Days Ago
scene fix
14 Days Ago
finalize RRP underwater post processing
18 Days Ago
fix missing shader parameter used by post process effects
19 Days Ago
underwater post effect initial
21 Days Ago
remove debug print in WaterRendererFeature
21 Days Ago
organize deploy guide renderer feature code, fix LocalKeyword error when first bringing out a deploy guide
21 Days Ago
Added RRP support for the dev-only shadow convars
21 Days Ago
Implement FoliageDisplacementRenderFeature and SpecialPurposeCameraDrawPass with BIRP wrapper
21 Days Ago
Added a better way to handle the pipeline asset cloning to allow for settings to be set on the cloned asset before RRP is toggled on
22 Days Ago
Merge from render_pipeline_toggle
22 Days Ago
Updated the RRP package and made the shadow presets work while RRP is active
22 Days Ago
Merge from terrain_rrp_fix