branchrust_reboot/main/render_pipeline_testingcancel

184 Commits over 335 Days - 0.02cph!

Today
RRP contact shadows fixes
Today
oops
Today
add debug layer for contact shadows
Today
set up RRP renderer datas for skinviewer cameras
Today
Fixed an issue with the SkyboxPass that was causing it to render without a depth buffer when active
Yesterday
Fixed an issue that was causing the color grading to be disabled in RRP
Yesterday
Added support for color grade masking via a new volume component and hooked up the settings for all volumes that require that feature
Yesterday
Add default stencil state to skin shader
Yesterday
Remove stencil override from GBuffer to allow custom stencil states Don't clear depth in GBuffer pass, already cleared in setup pass
Yesterday
bring skinviewer viewmodel rendering changes to RRP
Yesterday
Fill motion vector command buffer
Yesterday
Setup motion vector pass (doesn't draw anything yet)
Yesterday
Updated all the RRP volumes with the correct color grading values
Yesterday
Added RRP volumes for every BRP post process volume that was missing one
Yesterday
Updated all of the biome RRP volumes to have the correct lift, gamma, and gain values
Yesterday
Updated the lift gamma gain pass to work the way BRP does rather than URP as the trackball implementation has changed
2 Days Ago
Added support for lift, gamma, gain in RRP
2 Days Ago
Added the volume component and custom trackball UI for Lift, Gamma, and Gain in RRP
2 Days Ago
Added the custom tone mapping calculations to the color LUT pass in RRP
3 Days Ago
Make the RRP toggle a saved ConVar
3 Days Ago
Configured custom tone mapping setting for all main camera post process volumes
3 Days Ago
Added new Custom mode for tone mapping in RRP
3 Days Ago
temp fix
3 Days Ago
merge from main
3 Days Ago
fix missing resource reset
3 Days Ago
- 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
3 Days Ago
Converted all effect objects under the Main Camera prefab object to prefabs to prevent conflicts when editing individual effects
4 Days Ago
RRP contact shadows
4 Days Ago
fix underwater post processing not working in proc map
4 Days Ago
Added support for the shadow filtering dev convar in RRP
4 Days Ago
- 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
5 Days Ago
Matching RRP shadow resolution to BRP shadow resolution when setting shadow quality presets
5 Days Ago
Fixed the depth bias for directional shadows on RRP
8 Days Ago
fix foliage displacement feature causing scene view issues, avoid drawing viewmodel feature outside of the game view
8 Days Ago
add PerformanceText line for Rust Render Pipeline when enabled, getting harder to tell visually which pipeline we're using
8 Days Ago
RRP: water surfaces receive light from all light sources now, not just sun (forward+ lighting)
8 Days Ago
fix missing function in RRP billboard light
8 Days Ago
Code gen to add back RRP ConVars
8 Days Ago
Added NGSS support to RRP
9 Days Ago
add RRP billboard lighting to Particle AddSmooth, fix error in PixelLit 6-Point
9 Days Ago
RRP BillboardLight logic consistency fix with BRP
9 Days Ago
tweak
9 Days Ago
fix active state for underwater effect not propagating
10 Days Ago
unity 6 VolumeManager fixes
10 Days Ago
DeployGuides: more explicit depth/stencil format
10 Days Ago
optimize depth buffer formats used by water render targets, post opaque depth RT needs no depth at all
10 Days Ago
convert depth-stencil format from TextureDesc to RenderTextureDescriptor more directly
10 Days Ago
Updated the blitter shader to fix missing shader keywords relating to MSAA
11 Days Ago
further RRP particle/billboard lighting
11 Days Ago
SetupPass: supply global_MainLightingAtten for particle/billboard shading