branchrust_reboot/main/render_pipeline_testingcancel
12 Commits over 0 Days - ∞cph!
Updated Rust.RenderPipeline package to remove static references to pipeline resources as everything needs to be handled via the Render Graph
Added stencil buffers to the Standard and Standard-Terrain shaders to support deferred lighting when the Rust Render Pipeline is active
Updated the Rust Render Pipeline package to add support for camera-based command buffers
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
- 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.
Added the Rust Render Pipeline package back to the project
Removing Rust Render Pipeline package so it can be renamed
Added Rust Render Pipeline package contents
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
- 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.