branchrust_reboot/main/render_pipeline_testingcancel

347 Commits over 365 Days - 0.04cph!

4 Hours Ago
use new RRP/BRP grab pass subshaders for player pixelation
Today
Add some profiler intstrumentation
Today
Update the Standard Refraction With Fog and Standard Refraction Underwater Labs shaders to work with the GrabPass fix for RRP
Today
- 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
Today
Added the missing blit from the DoF pass and updated the way the copy texture is set up
Today
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
3 Days Ago
Cherry-pick global_mip_bias onto render_pipeline_testing
3 Days Ago
Reverted standard shader subshader flip and removed RustRenderPipeline tag for lower LOD subshader
3 Days Ago
Revert RRP quality level. One cannot simply mix and match pipelines. :cry2:
3 Days Ago
Reorder SubShaders of Standard Refraction such that RRP is first, GrabPass comes last
3 Days Ago
Add an RRP quality level to prevent shader variant stripping
4 Days Ago
Changed to using the global shader maximum LOD for ignoring GrabPasses to set if that works when switching to RRP
5 Days Ago
Merge from main
5 Days Ago
Added a way to avoid GrabPasses being used when RRP is enabled via the shader maximum LOD
5 Days Ago
Prevent error spam about _EnvVolumeBuffer
5 Days Ago
Prevent DoF from rendering on non-game cameras
5 Days Ago
Prevent the blur optimized effect from running on non-game cameras
5 Days Ago
Fixed the blur issue on the skin viewer camera in RRP
5 Days Ago
Revert: Move WaterCamera.PrepareRender to OnPreCommandBuffer event (Fix CopyTexture error spam and disappearing ocean)
5 Days Ago
Added RRP volumes and prefabs for each of the effects on the skin view cameras
5 Days Ago
Added the UI Background Blur component back to the EngineUI2 prefab after the merge
5 Days Ago
Move WaterCamera.PrepareRender to OnPreCommandBuffer event (Fix CopyTexture error spam and disappearing ocean)
5 Days Ago
Fixed server compiler errors related to if CLIENT defines on renderer features
5 Days Ago
Fixed compiler errors from merge
5 Days Ago
Merge from main
6 Days Ago
Add _RRP multi_compile to all shaders with a forward pass
6 Days Ago
Remove _UsingRRP dynamic branch
6 Days Ago
Added support for the LensDirtinessEffect in RRP and added some if client wrappers around the night light effect's renderer feature and pass
6 Days Ago
Cherry-pick: Fix shader errors about undeclared identifier '_ST_WindBranchAnchor'. (Use SpeedTree 8 Wind)
6 Days Ago
Move cathode volume component into project
6 Days Ago
Added an extra check to the NightLightRenderPass to skip it if there are still issues with it
6 Days Ago
Added the lens dirtiness volume component
6 Days Ago
Cathode renderer feature Setup cctv, cctv_manpad, and attackhelicam RRP volumes and overlays
6 Days Ago
Prevented the night light volume component from being null in a build
6 Days Ago
Try to exclude the GrabPass-SubShader of the "Standard Refraction" shader from RRP and causing error spam
6 Days Ago
Fix vignette settings remapping
7 Days Ago
Add screen_blur_UI_RRP volume asset
7 Days Ago
Setup night vision overlay and volume
7 Days Ago
Fixed the rendering of the night light and prevented it from rendering during the day
7 Days Ago
Fixed the ambient probe lighting and removed Rust.Global dependancy from the RRP asmdef
7 Days Ago
CRLF to LF line endings for the BlurOptimized shader
7 Days Ago
Added the night light renderer feature and pass
7 Days Ago
Added the night light volume component
7 Days Ago
Fix RRP colour grading Lift not being applied correctly
10 Days Ago
Setup RRP volumes/scripts for screen_blur and screen_blur_heavy for BlurManager Use _RRP keyword for UIBlurBackground and UIBlurBackgroundSpread shaders to toggle grab pass sampling (using a subshader seems to cause crashes) Add UI Blur profile to BlurManager with variable blurSize Add UIBackgroundBlur component to ingame menus Setup UIBackgroundBlur tweening to match old behaviour
12 Days Ago
Push missing function
13 Days Ago
Fix SSAO issues when swapping between pipelines
13 Days Ago
Fix foliage impostors again
13 Days Ago
Fix foliage impostors on RRP
15 Days Ago
Hook up FXAA to UI settings