branchrust_reboot/main/render_pipeline_testingcancel
486 Commits over 427 Days - 0.05cph!
Re-apply improved hair and beard rendering cleanly
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.
use nonjittered matrix for water reflection sampling to fix flickering with DLSS
Fix decal screen UVs on RRP DLSS
Fix ViewModelCamera null rendertarget on BIRP
Fix DeferredMeshDecals null rendertarget on BIRP
Update raditation RRP volume vignette values
Merge from blue_noise_dithering
Disable RRP water additional lights for parity
Implement upscaling method options (nearest, linear, bicubic, biquadratic, catmull-rom) and move sharpening pass to after upscale
respect water layer toggle in RRP
fix underwater bubbles not working in RRP
fix regression with water drop shader refraction in BRP
Disable per-object culling
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
add admin convar to scale density of global atmophere fog
fix saturation difference in RRP due to incorrectly placed sharpen filter
Apply GrabPass fix to 5 more shaders
Merge glass AR motion blur fix
Force a depth clear before rendering the GBuffer renderer list
Rather than using the active depth texture in the GBuffer pass, switched back to using the CameraDepth directly
Removed the UniversalPipeline tags from the blit shaders
Add dedicated depth texture for motion vectors
Fix refraction filter pass with merged resolution handling changes
Updated UnityStandardCore to support rendering layer masks between forward rendered geometry and lights
Replace common water texture samplers with shared sampler
Cache compute shader kernels ids for rrp passes
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
Added support for rendering layer masks between renderers and lights
Updated the GBuffer pass to use the new render graph raster pass API
fix RRP having been force default enabled
don't do RRP motion blur outside play mode or in non-game view
fix water caustics and contact shadows not working with deferred+ in RRP
Disabled the Blur Optmized effect on the NVG RRP volume as we had it disabled on the PPv2 volume
- 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
Fixed the GrabPass error spam coming from the Simple Water shader
Fixed the GrabPass error spam coming from the Particle/Refraction shader
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support for WaterWIndow in RRP, fixes no underwater fog when looking out submarine windows, etc