branchrust_reboot/main/render_pipeline_testingcancel

384 Commits over 396 Days - 0.04cph!

7 Days Ago
Use a NativeArray for lightShadowData
7 Days Ago
Updated the LightingPass and Shadows to use the new RenderGraph API
8 Days Ago
Remove RustRendererFeatureCameraComponentAttribute due to issues with reflection
8 Days Ago
Remove string interpolation from BlurOptimizedPass
8 Days Ago
Avoid delegate allocations in SSAOApplyPass
8 Days Ago
Elimitate GC allocation in terrain depth pre-pass
8 Days Ago
Fix Forward+ error spam
9 Days Ago
Add a null-check for renderer feature component creation
9 Days Ago
Make sure WaterRendererCamera has an explicit constructor (obfuscation problem?)
9 Days Ago
Add more profiler instrumentation
9 Days Ago
Move volumetric light beam UpdateCameraRelatedProperties work to vertex shader
9 Days Ago
Toggle BeamGeometry component when mesh visibility is set by LOD. Fixes UpdateCameraRelatedProperties running for every disabled beam.
9 Days Ago
fix func call typo
9 Days Ago
Changed the deferred lights to use per draw light cookies to fix the flickering lights issue
9 Days Ago
Always log render graph exceptions
9 Days Ago
Bind dummy buffers when not using RRP to avoid Unity skipping draw calls due to unbound buffers
9 Days Ago
Add ProfilerMarkers to all built-in RRP passes
9 Days Ago
Add a ProfilerMarker to every custom RustRenderPass
10 Days Ago
Avoiding assigning camera.depthTextureMode when not needed to reduce camera serialisation bump
10 Days Ago
fix stupid auto inserted using
10 Days Ago
merge from main
11 Days Ago
Make Rust/Standard SRP-Batcher compatible
11 Days Ago
Remove _RRP multi_compile keyword
11 Days Ago
Re-add _UsingRRP dynamic branch
11 Days Ago
Fix VolumetricLightBeam on RRP
11 Days Ago
merge from main
16 Days Ago
create mip-filtered refraction texture before transparent geometry pass
30 Days Ago
fix string alloc in VolumetricFogShadowPreProcessPass
30 Days Ago
Add an assertion to catch rare error spam from WaterCamera
30 Days Ago
Fixed the normal maps not being present on the deploy meshes
31 Days Ago
Added missing shader passes back to all main subshaders
31 Days Ago
Added the shadow caster pass back to the cloth shaders
31 Days Ago
SkinViewer2 prefab RRP fixes after merge
31 Days Ago
Merge from main
31 Days Ago
Whitespace fix for BRP_BloomPass
31 Days Ago
Remove obsolete potato subshaders to reclaim memory
31 Days Ago
Fixed some issues with the tone mapping and the lift gamma gain
32 Days Ago
use new RRP/BRP grab pass subshaders for player pixelation
32 Days Ago
Add some profiler intstrumentation
32 Days Ago
Update the Standard Refraction With Fog and Standard Refraction Underwater Labs shaders to work with the GrabPass fix for RRP
32 Days Ago
- Removed shaderLod convar as the setting has become obsolete and we're now using subshader LODs to fix an issue with Grab Passes in RRP. - Updated the TerrainQuality script to no longer rely on the shaderLod convar. - Code gen
32 Days Ago
Added the missing blit from the DoF pass and updated the way the copy texture is set up
33 Days Ago
Move colour grading, bloom and exposure apply to UberPostPass to match BRP and enable finer post effect reordering Apply greyscale after colour grade (fixes NVG) Remove linear conversion in ColorAdjustments to match BRP Use linear conversion in greyscale to match BRP
35 Days Ago
Cherry-pick global_mip_bias onto render_pipeline_testing
35 Days Ago
Reverted standard shader subshader flip and removed RustRenderPipeline tag for lower LOD subshader
35 Days Ago
Revert RRP quality level. One cannot simply mix and match pipelines. :cry2:
35 Days Ago
Reorder SubShaders of Standard Refraction such that RRP is first, GrabPass comes last
35 Days Ago
Add an RRP quality level to prevent shader variant stripping
36 Days Ago
Changed to using the global shader maximum LOD for ignoring GrabPasses to set if that works when switching to RRP
37 Days Ago
Merge from main