branchrust_reboot/main/render_pipeline_testingcancel
184 Commits over 335 Days - 0.02cph!
RRP contact shadows fixes
add debug layer for contact shadows
set up RRP renderer datas for skinviewer cameras
Fixed an issue with the SkyboxPass that was causing it to render without a depth buffer when active
Fixed an issue that was causing the color grading to be disabled in RRP
Added support for color grade masking via a new volume component and hooked up the settings for all volumes that require that feature
Add default stencil state to skin shader
Remove stencil override from GBuffer to allow custom stencil states
Don't clear depth in GBuffer pass, already cleared in setup pass
bring skinviewer viewmodel rendering changes to RRP
Fill motion vector command buffer
Setup motion vector pass (doesn't draw anything yet)
Updated all the RRP volumes with the correct color grading values
Added RRP volumes for every BRP post process volume that was missing one
Updated all of the biome RRP volumes to have the correct lift, gamma, and gain values
Updated the lift gamma gain pass to work the way BRP does rather than URP as the trackball implementation has changed
Added support for lift, gamma, gain in RRP
Added the volume component and custom trackball UI for Lift, Gamma, and Gain in RRP
Added the custom tone mapping calculations to the color LUT pass in RRP
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