branchrust_reboot/main/render_pipeline_testingcancel
110 Commits over 304 Days - 0.02cph!
add RustForwardOpaque lightmode to opaque geometry pass
fix vclouds not showing up in water reflections in BiRP
work around issues causing fog to be incorrect/denser than it should
fix vfog density map not using configured shore distance falloff
fix sky compositing regression
fix error spam and water going invisible from water body mesh being null
don't overly downsample shadow map for vfog
fix name collision in maintaining backwards compat
get RRP running on unity 6
probable fix for flickering fog
fixes, add missing components to some scenes
fix watercamera rrp unity 6
bunch of client preproc guards
ignore .DS_Store in Rust.RenderPipeline git repo
update player_preview prefab
implement optional per-camera lighting overrides (reflection probe, main light exclusion, etc), to support player preview camera
partial fix for point/spot light biasing inconsistency with BiRP
sync Rust.RenderPipeline:
emulate BiRP lighting attenuation for consistency. fixes overly dim player preview lighting, torch light, etc
reapply WaterCamera change in RRP
fix missing shader referene
explicitly set render targets in GeometryPass, z buffer was missing from forward opaques
Updating Rust.RenderPipeline to include removal of old PostFXStack settings class
Updated the Rust.RenderPipeline package to include the new volume component changes
Updated the Rust.RenderPipeline package and fixed compatibility issues
set up special render pipeline for player preview camera, instead of using default which renders too much stuff we don't need
work around RT size mismatch in BiRP water wrapper
fix hair raycasting shadows in deferred
fix missing z-buffer when rendering forward opaques
- emulate BiRP implicit stencil write in g-buffer pass
- provide global_DeferredIndirectLightingActive flag