branchrust_reboot/main/render_pipeline_testingcancel

31 Commits over 62 Days - 0.02cph!

10 Days Ago
Merge from main
18 Days Ago
Merge from main
29 Days Ago
Updated the Rust.RenderPipeline package to include lighting stencil value changes
30 Days Ago
Merge from main
30 Days Ago
Merge from main
30 Days Ago
Fixed server compile errors for new decal and environment volume render passes
30 Days Ago
Added new properties serialized on the DecalsRendererFeature
31 Days Ago
Added deferred mesh decal rendering support to RRP
32 Days Ago
Added support for Deferred Decal rendering in the new render pipeline
32 Days Ago
Merge from main
43 Days Ago
Updated Rust.RenderPipeline to include debug visualizations for the GBuffer outputs and the indirect lighting targets
44 Days Ago
Added pipeline textures that get set during the Setup pass. This makes Deferred Indirect Lighting work correctly in the new render pipeline
44 Days Ago
Fixed the lighting and shadow issues when using the Rust.RenderPipeline
45 Days Ago
Fixed an issue that was preventing spatial env volumes from rendering and prevented rendering to reflection probes in the new render pass wrapper
45 Days Ago
Merge from main
45 Days Ago
Added a check to avoid creating a zero length compute buffer when rendering the spatial environment volumes
45 Days Ago
Added a wrapper to the SpatialEnvironmentVolumePass to make it work with both BiRP and RRP
45 Days Ago
Updated the Rust.RenderPipeline package to add support for custom render passes
46 Days Ago
Merge from main
58 Days Ago
Merge from main
59 Days Ago
Updated Rust.RenderPipeline package to remove static references to pipeline resources as everything needs to be handled via the Render Graph
59 Days Ago
Merge from main
2 Months Ago
Added stencil buffers to the Standard and Standard-Terrain shaders to support deferred lighting when the Rust Render Pipeline is active
2 Months Ago
Updated the Rust Render Pipeline package to add support for camera-based command buffers
2 Months Ago
Changed the shader name of the render pipeline's deferred indirect lighting shader as it was the same as the shader in the main project which was causing issues when the new render pipeline wasn't in use
2 Months Ago
- Updated the Rust Render Pipeline asset to hook up the new pipeline shader assets. - Updated the plastic .ignore config to ignore the .git folder from the Rust.RenderPipeline package. - Updated the packages-lock.json to have the correct name for the Rust.RenderPipeline package.
2 Months Ago
Added the Rust Render Pipeline package back to the project
2 Months Ago
Removing Rust Render Pipeline package so it can be renamed
2 Months Ago
Added Rust Render Pipeline package contents
2 Months Ago
Changed the Rust Render Pipeline package to a custom rather than git based package as not everyone will have SSH or git credentials set up
2 Months Ago
- Added the Rust Render Pipeline package to start testing it within the main project. - Updated PostProcessEffectSettings child classes to use the correct types within the correct namespaces, as adding the core render pipeline package introduces duplicate types within the UnityEngine.Rendering namespace.