branchrust_reboot/main/render_pipeline_testingcancel
599 Commits over 457 Days - 0.05cph!
Fix motion vector pass being culled when ocean is present
Rebind rendertarget to camera target after rendergraph and move SetupCameraProperties back
remove the Rust Render Pipeline text when RRP is enabled, instead show Built-In Render Pipeline when RRP is disabled
fix RRP drawing ocean after water bodies
Merge from native_render_passes
Merge from occlusion_culling
Fix motion vector setting on leashes of horses, sheep, and cows
fix RRP missing pixelation censorship size override + fov logic
- update water bodies to use RRP renderer lists, much more efficient especially if lots of water bodies are being rendered
- store separate list of water bodies with a material blend to avoid looping over all water bodies to update just those every frame
Moved the projection reset for the jitter code to happen before culling as it caused an issue where it would reset the physical camera projection matrix incorrectly
stop deploy guides from rendering into the lighting reflection probe in RRP
Fixed an issue with the shadow cascade normal bias, added a cap for it and fixed the fading at the edge of the last cascade. Also fixed an issue with shadows looking too noisy when using medium shadow quality
Reapplied MenuUI2_Settings prefab changes as they were removed by the merge from main
Removed the RRP option from the experimental tab, also removed the Shadow Caching disabled the shadow caching toggle, as it currently isn't supported on RRP
Merge from wind_motion_vectors
Combined all of the Deferred Rendering Debugger overlays into 1 drop down field, as only 1 can be active at a time
Converted the camera debug pass to an unsafe pass
Fixed the flipped UVs when sampling the rendering layer texture during the shadow debug overlay pass
Added a Renderering Debugger overlay for shadows
Added RRP initialization to the bootstrap as it was previously only initialized when the rrp.enabled convar was set
- Added the RRP asset to the graphics settings as the default
- Removed the rrp.enabled convar
- Added the rrp.disabled convar which is dev only and isn't saved
Convert SkyboxPass to a RasterRenderPass
Fix background not rendering through glass in skin viewer with RRP enabled
Fix BillboardLight-RRP addtional lights in vertex lighting path
fix vclouds still disappearing in cargo hold in brp
fix billboard clouds flickering in front of foreground objects in RRP (OnBeginRendering callback needs to happen before culling)
complete the revert of culling water/clouds when underground, causing issues, will revisit
Fix view model being blurred with the background after disconnect/reconnect
Reverted change that fully disabled water when in underground or underwater labs environment volume, as this was casuing the water to disappear in areas where it shouldn't have
Potential fix for spatial environment volumes not rendering when switching back to BiRP from RRP
Commandbuffers added during RRP wait until BIRP to register on the camera
fix SSAO applying on top of fog in RRP
Fixed a null ref coming from the WaterRendererFeature
Fix decals on RRP->BIRP toggle
Fix global mip bias not being applied on startup, causing blurry foliage textures
Comment out clouds debug log
Refraction viewmodel particles fix
fix vclouds not respecting render scale in RRP
fix water reflection probe funkiness when using the chippy arcade machine in RRP