branchrust_reboot/main/render_pipeline_testingcancel

486 Commits over 427 Days - 0.05cph!

2 Days Ago
Re-apply improved hair and beard rendering cleanly
2 Days Ago
Merge from main
2 Days Ago
RRP: Massively improved hair and beard rendering when TAA or DLSS are enabled. All other anti-aliasing modes now use simple cutout to appear less noisy.
3 Days Ago
Merge from main
3 Days Ago
use nonjittered matrix for water reflection sampling to fix flickering with DLSS
3 Days Ago
Fix decal screen UVs on RRP DLSS
3 Days Ago
Fix ViewModelCamera null rendertarget on BIRP
3 Days Ago
Fix DeferredMeshDecals null rendertarget on BIRP
3 Days Ago
Update raditation RRP volume vignette values
3 Days Ago
Merge from blue_noise_dithering
3 Days Ago
Disable RRP water additional lights for parity
3 Days Ago
Implement upscaling method options (nearest, linear, bicubic, biquadratic, catmull-rom) and move sharpening pass to after upscale
3 Days Ago
respect water layer toggle in RRP
3 Days Ago
fix underwater bubbles not working in RRP
3 Days Ago
fix regression with water drop shader refraction in BRP
3 Days Ago
Disable per-object culling
3 Days Ago
Rebase on main
3 Days Ago
Implement SMAA 1x in RRP
4 Days Ago
Set BlurOptimized iterations param to nointerp Fix BIRP blur only blurring horizontal Adjust blur UI volume settings to compensate for grabpass Move blur to after uberpost pass
4 Days Ago
add admin convar to scale density of global atmophere fog
4 Days Ago
fix saturation difference in RRP due to incorrectly placed sharpen filter
4 Days Ago
Apply GrabPass fix to 5 more shaders
4 Days Ago
Merge from main
4 Days Ago
Merge glass AR motion blur fix
4 Days Ago
Force a depth clear before rendering the GBuffer renderer list
5 Days Ago
Rather than using the active depth texture in the GBuffer pass, switched back to using the CameraDepth directly
5 Days Ago
Removed the UniversalPipeline tags from the blit shaders
6 Days Ago
Merge from main
9 Days Ago
Add dedicated depth texture for motion vectors
10 Days Ago
Fix refraction filter pass with merged resolution handling changes
10 Days Ago
Updated UnityStandardCore to support rendering layer masks between forward rendered geometry and lights
10 Days Ago
Merge from main
10 Days Ago
Replace common water texture samplers with shared sampler
10 Days Ago
Cache compute shader kernels ids for rrp passes
10 Days Ago
Combine blur and downsampling for refraction filter pass, use firefly filter as first downsample pass instead of full res pass, increase minimum res to 32, reduces draws (28->16) and is faster
10 Days Ago
Added support for rendering layer masks between renderers and lights
11 Days Ago
Updated the GBuffer pass to use the new render graph raster pass API
11 Days Ago
fix RRP having been force default enabled
11 Days Ago
don't do RRP motion blur outside play mode or in non-game view
11 Days Ago
fix water caustics and contact shadows not working with deferred+ in RRP
11 Days Ago
fix broken frosted glass
11 Days Ago
Disabled the Blur Optmized effect on the NVG RRP volume as we had it disabled on the PPv2 volume
11 Days Ago
- Moved the post exposure to be applied before sampling the color grading LUT (this is how BiRP handles it) - Changed color grading Lut to be in LogC even if color grading is set to none
12 Days Ago
Fixed the GrabPass error spam coming from the Simple Water shader
12 Days Ago
Fixed the GrabPass error spam coming from the Particle/Refraction shader
12 Days Ago
Merge from main
13 Days Ago
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13 Days Ago
client guard
13 Days Ago
support for WaterWIndow in RRP, fixes no underwater fog when looking out submarine windows, etc
13 Days Ago
merge from main