branchrust_reboot/main/render_pipeline_testingcancel
357 Commits over 365 Days - 0.04cph!
fix string alloc in VolumetricFogShadowPreProcessPass
Add an assertion to catch rare error spam from WaterCamera
Fixed the normal maps not being present on the deploy meshes
Added missing shader passes back to all main subshaders
Added the shadow caster pass back to the cloth shaders
SkinViewer2 prefab RRP fixes after merge
Whitespace fix for BRP_BloomPass
Remove obsolete potato subshaders to reclaim memory
Fixed some issues with the tone mapping and the lift gamma gain
use new RRP/BRP grab pass subshaders for player pixelation
Add some profiler intstrumentation
Update the Standard Refraction With Fog and Standard Refraction Underwater Labs shaders to work with the GrabPass fix for RRP
- Removed shaderLod convar as the setting has become obsolete and we're now using subshader LODs to fix an issue with Grab Passes in RRP.
- Updated the TerrainQuality script to no longer rely on the shaderLod convar.
- Code gen
Added the missing blit from the DoF pass and updated the way the copy texture is set up
Move colour grading, bloom and exposure apply to UberPostPass to match BRP and enable finer post effect reordering
Apply greyscale after colour grade (fixes NVG)
Remove linear conversion in ColorAdjustments to match BRP
Use linear conversion in greyscale to match BRP
Cherry-pick global_mip_bias onto render_pipeline_testing
Reverted standard shader subshader flip and removed RustRenderPipeline tag for lower LOD subshader
Revert RRP quality level. One cannot simply mix and match pipelines. :cry2:
Reorder SubShaders of Standard Refraction such that RRP is first, GrabPass comes last
Add an RRP quality level to prevent shader variant stripping
Changed to using the global shader maximum LOD for ignoring GrabPasses to set if that works when switching to RRP
Added a way to avoid GrabPasses being used when RRP is enabled via the shader maximum LOD
Prevent error spam about _EnvVolumeBuffer
Prevent DoF from rendering on non-game cameras
Prevent the blur optimized effect from running on non-game cameras
Fixed the blur issue on the skin viewer camera in RRP
Revert: Move WaterCamera.PrepareRender to OnPreCommandBuffer event (Fix CopyTexture error spam and disappearing ocean)
Added RRP volumes and prefabs for each of the effects on the skin view cameras
Added the UI Background Blur component back to the EngineUI2 prefab after the merge
Move WaterCamera.PrepareRender to OnPreCommandBuffer event (Fix CopyTexture error spam and disappearing ocean)
Fixed server compiler errors related to if CLIENT defines on renderer features
Fixed compiler errors from merge
Add _RRP multi_compile to all shaders with a forward pass
Remove _UsingRRP dynamic branch
Added support for the LensDirtinessEffect in RRP and added some if client wrappers around the night light effect's renderer feature and pass
Cherry-pick: Fix shader errors about undeclared identifier '_ST_WindBranchAnchor'. (Use SpeedTree 8 Wind)
Move cathode volume component into project
Added an extra check to the NightLightRenderPass to skip it if there are still issues with it
Added the lens dirtiness volume component
Cathode renderer feature
Setup cctv, cctv_manpad, and attackhelicam RRP volumes and overlays
Prevented the night light volume component from being null in a build
Try to exclude the GrabPass-SubShader of the "Standard Refraction" shader from RRP and causing error spam
Fix vignette settings remapping
Add screen_blur_UI_RRP volume asset
Setup night vision overlay and volume
Fixed the rendering of the night light and prevented it from rendering during the day
Fixed the ambient probe lighting and removed Rust.Global dependancy from the RRP asmdef