branchrust_reboot/main/render_pipeline_testingcancel

84 Commits over 243 Days - 0.01cph!

Yesterday
ignore .DS_Store in Rust.RenderPipeline git repo
Yesterday
update player_preview prefab
Yesterday
implement optional per-camera lighting overrides (reflection probe, main light exclusion, etc), to support player preview camera
3 Days Ago
partial fix for point/spot light biasing inconsistency with BiRP
3 Days Ago
sync Rust.RenderPipeline: emulate BiRP lighting attenuation for consistency. fixes overly dim player preview lighting, torch light, etc
3 Days Ago
reapply WaterCamera change in RRP
3 Days Ago
merge from main
6 Days Ago
fix missing shader referene
7 Days Ago
restore
7 Days Ago
merge from main
7 Days Ago
explicitly set render targets in GeometryPass, z buffer was missing from forward opaques
7 Days Ago
Updating Rust.RenderPipeline to include removal of old PostFXStack settings class
7 Days Ago
Updated the Rust.RenderPipeline package to include the new volume component changes
7 Days Ago
Updated the Rust.RenderPipeline package and fixed compatibility issues
7 Days Ago
set up special render pipeline for player preview camera, instead of using default which renders too much stuff we don't need
7 Days Ago
subsurface birp wrap
10 Days Ago
work around RT size mismatch in BiRP water wrapper
23 Days Ago
fix hair raycasting shadows in deferred
27 Days Ago
fix missing z-buffer when rendering forward opaques
27 Days Ago
don't need this anymore
27 Days Ago
- emulate BiRP implicit stencil write in g-buffer pass - provide global_DeferredIndirectLightingActive flag
27 Days Ago
further SSS
29 Days Ago
merge from main
41 Days Ago
re-apply craggy changes
42 Days Ago
post subsurface pass beginnings
42 Days Ago
bring over WaterCamera changes into RRP
42 Days Ago
merge from main
42 Days Ago
hoarded a bunch of changes: - refactored vclouds and vfog for multi camera support - vclouds and vfog ported to RRP with built-in wrappers - match sky dome pos to camera in RRP, including in scene view - scale sky dome to camera far plane in RRP - use CommandBufferManager.OnPreCommandBuffer hook to call OnBeginRendering() in built-in wrappers, fixes update happening after commands buffers were already filled - share TextureDescs between render graph and built-in wrapper render texture creation. Ensures consistent formats, etc - fix skybox rendering twice in scene view - fix water render graph issues on lower quality levels - fix destruction of water dynamics RTHandle
42 Days Ago
sync Rust.RenderPipeline
43 Days Ago
add CommandBufferManager.OnPreCommandBuffer hook
57 Days Ago
supply lightdir/color for water again, adjust texture formats
57 Days Ago
fix double-rendering atmosphere
57 Days Ago
sync Rust.RenderPipeline changes: - fix missing shader parameter for legacy shadow caster shaders - render forward opaque objects (only SRPDefaultUnlit and RustLit light modes, allows atmospheric elements to render) - make camera context directly accessible by the camera component - add RustRenderPipeline pipeline shader tag
58 Days Ago
stopgap water sky reflection until we have the water refl probe in RRP
2 Months Ago
merge from main
2 Months Ago
RRP water rendering progress
2 Months Ago
sync with Rust.RenderPipeline: - enable global shader param + keyword when RRP is in use
2 Months Ago
sync with latest Rust.RenderPipeline changes: - camera components can return false in OnBeginRendering() to skip rendering the feature for the camera - reset GraphicsSettings.lightsUseLinearIntensity to false on RRP disposal (Fixes BiRP lighting becoming dark when switching, it was also possible for the true value to get saved in GraphicsSettings.asset which confusingly permanently broke BiRP lighting.)
2 Months Ago
merge from main
3 Months Ago
disable the begin/endContextRendering hooks on CommandBufferManager
3 Months Ago
update existing passes for pipeline changes
3 Months Ago
sync Rust.RenderPipeline changes
3 Months Ago
merge from main
4 Months Ago
port PostOpaqueDepth to RRP, prerequisite for water
4 Months Ago
Fixed various lighting issues within the lit and deferred lighting shaders within RRP
4 Months Ago
Fixed some indirect lighting issues with the lit shader in RRP
5 Months Ago
Fixed more issues with shadow biases in the RRP shaders
5 Months Ago
Added support for light cookies in RRP
5 Months Ago
Merge from main
5 Months Ago
RRP: Fixed shadow bias calculations for point and spot lights