branchrust_reboot/main/render_pipeline_testingcancel
294 Commits over 335 Days - 0.04cph!
Fix wrong motion vector results from alpha-clipped materials
Restore TAA history weight attenuation from high velocity
Fixed an issue that was causing all additional lights to sample the shadow atlas using NGSS even when the light was set to have no shadows enabled
Add blur optimized pass
ColdOverlay RRP volume fix
Fixed an issue where various effects on the camera weren't being updated correctly in the build when RRP was enabled
get Standard Refraction working in RRP
fix fog not working switching back to BRP with RRP initially enabled
RRP: fix DoF not working in workshop scene if DoF was disabled in graphics settings
fix clouds not rendering when switching back to BRP
fix WaterCamera error spam when swiching to BRP with RRP initially enabled
fix binocular effect error spam in main menu
Fixed the lighting discrepancies between BRP and RRP
Normalizing the light direction when evaluating the BSDF for forward rendered objects to prevent crazy high emission values
Fixed the issue with point/spot light shadows not showing on RRP
Add frost effect to UberPostPass
Add frost volume component
Setup cold RRP effect and script
Reduce some shader variants by using branching for low cost effects
Setup RRP hurt punch and radiation overlay effects/scripts
Hook up motion blur to the UI setting (in the same awful way as before :hide-the-pain-harold:)
Remove motion blur volume profile (it's now in the pipeline settings)
Add motion blur settings on the pipeline asset and the camera settings
Added the full setup for the default volume profile settings asset
Clean up naming of non-C++ camera matrices
I have decided that the unity_* prefix should be reserved to properties that Unity sets from C++ code. Therefore, the other matrices now use the same naming that they have in URP/HDRP.
Unify motion vector colour format preferences
Use AddRasterPass for motion vectors
Add new 'Names' class and set camera matrices globally in setup pass
Setup hurt overlay effect and script with RRP
Setup vignette and sharpen effect and script with RRP
Merge vignettes into one effect
Make renderscale effect RRP clone asset
fix disco ball in RRP, do forward+ lighting in fragForwardBase
Update sharpen_vignette, radiation, and cctv RRP volumes
CRLF to LF for Grain.hlsl, GrainBaker.hlsl, and ScreenOverlay.hlsl
Moving all calls to VolumeStack.GetComponent from the Render method to the Record method of the ColorLutPass
Setup postprocess render scale and change passes to use scaled buffer size
Deinitializing the VolumeManager instance on the RustRenderPipeline Dispose method
RRP ReflectionProbeEx + vclouds rendering into it
Add screen overlay (with lighting) to UberPostPass
Add GreyScale effect to uber post pass
Rename UberOverlay to UberPostPass
Added RRP enabled wrappers around the command buffer being added and removed for shadow caching to prevent warning log spam
Fix last remaining motion blur artifacts by using the original noise function
Replaced all Shader.Find calls in the renderer features with serialized references to avoid the shaders being missing in the build
Hook up motion blur settings to the volume component
Added the scattering shader as a serialized ref on the AtmosphereRendererFeature to avoid issues with the shader not being present in a build
Add chromatic aberration and grain to uberpass
Allow water motion vector pass to be culled
Refine motion vector pass dependencies
Use a preference list for motion vector texture formats
Added the Grey Scale volume component and setup all the RRP volumes that needed it
Fixed an issue with render pipeline global settings not being set after loading them from resources
Added the grain volume component and added it to all RRP volumes that needed it
Added Unity's build-only API for setting the render pipeline global settings before switching pipelines at runtime