branchrust_reboot/main/render_pipeline_testingcancel
165 Commits over 335 Days - 0.02cph!
Make the RRP toggle a saved ConVar
Configured custom tone mapping setting for all main camera post process volumes
Added new Custom mode for tone mapping in RRP
fix missing resource reset
- 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
Converted all effect objects under the Main Camera prefab object to prefabs to prevent conflicts when editing individual effects
fix underwater post processing not working in proc map
Added support for the shadow filtering dev convar in RRP
- 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
Matching RRP shadow resolution to BRP shadow resolution when setting shadow quality presets
Fixed the depth bias for directional shadows on RRP
fix foliage displacement feature causing scene view issues, avoid drawing viewmodel feature outside of the game view
add PerformanceText line for Rust Render Pipeline when enabled, getting harder to tell visually which pipeline we're using
RRP: water surfaces receive light from all light sources now, not just sun (forward+ lighting)
fix missing function in RRP billboard light
Code gen to add back RRP ConVars
Added NGSS support to RRP
add RRP billboard lighting to Particle AddSmooth, fix error in PixelLit 6-Point
RRP BillboardLight logic consistency fix with BRP
fix active state for underwater effect not propagating
unity 6 VolumeManager fixes
DeployGuides: more explicit depth/stencil format
optimize depth buffer formats used by water render targets, post opaque depth RT needs no depth at all
convert depth-stencil format from TextureDesc to RenderTextureDescriptor more directly
Updated the blitter shader to fix missing shader keywords relating to MSAA
further RRP particle/billboard lighting
SetupPass: supply global_MainLightingAtten for particle/billboard shading
fix g-buffer inconsistency for skin shading between BiRP and RRP
prefab merge fix, will need to redo this
progress on billboard/particle lighting conversion to RRP
finalize RRP underwater post processing
fix missing shader parameter used by post process effects
underwater post effect initial
remove debug print in WaterRendererFeature
organize deploy guide renderer feature code, fix LocalKeyword error when first bringing out a deploy guide
Added RRP support for the dev-only shadow convars
Implement FoliageDisplacementRenderFeature and SpecialPurposeCameraDrawPass with BIRP wrapper
Added a better way to handle the pipeline asset cloning to allow for settings to be set on the cloned asset before RRP is toggled on
Merge from render_pipeline_toggle
Updated the RRP package and made the shadow presets work while RRP is active
Merge from terrain_rrp_fix