branchrust_reboot/main/render_pipeline_testingcancel
630 Commits over 457 Days - 0.06cph!
Added a fix for soft particles and billboard view model particles in RRP
Added support for the scene view wireframe overlays in RRP
Fix material remap on viewmodel arms
Disable pass culling in WaterRendererFogPass, needs to set the _UnderwaterFogEnabled constant
Cherry Pick (168771) - Floating point issue with aniso highlights
Added a check to AmbientLightLOD to ensure we don't force disable shadows when it also has a LightLOD component on the same object
Remove UI grabpass and BIRP only code from UI blur shaders
Apply fog to RRP underwater window in forward pass
Added the cinematic presets for contact shadows
Added contact shadow presets
Added support for lens distortion and added cinematic volume profiles
Fix water pistol z-fighting
Fixed the auto exposure causing camera's to fade in from black unintentionally
Added presets for SSAO that are configured via the renderer feature
set up empty renderer data for chippy camera, fixes viewmodel rendering inside chippy
fix the contact shadows option being removed by mistake
implement texel density vizzer in RRP
don't render water in preview cameras
Setup hot overlay and doublevision effect
Fix frost post effect to match BIRP
Actually make that readwrite
Change deferred light pass from WriteAll to Write
Fix motion vector pass being culled when ocean is present
Rebind rendertarget to camera target after rendergraph and move SetupCameraProperties back
remove the Rust Render Pipeline text when RRP is enabled, instead show Built-In Render Pipeline when RRP is disabled
fix RRP drawing ocean after water bodies
Merge from native_render_passes
Merge from occlusion_culling
Fix motion vector setting on leashes of horses, sheep, and cows
fix RRP missing pixelation censorship size override + fov logic
- update water bodies to use RRP renderer lists, much more efficient especially if lots of water bodies are being rendered
- store separate list of water bodies with a material blend to avoid looping over all water bodies to update just those every frame
Moved the projection reset for the jitter code to happen before culling as it caused an issue where it would reset the physical camera projection matrix incorrectly
stop deploy guides from rendering into the lighting reflection probe in RRP
Fixed an issue with the shadow cascade normal bias, added a cap for it and fixed the fading at the edge of the last cascade. Also fixed an issue with shadows looking too noisy when using medium shadow quality
Reapplied MenuUI2_Settings prefab changes as they were removed by the merge from main