branchrust_reboot/main/render_pipeline_testingcancel
384 Commits over 396 Days - 0.04cph!
Added a way to avoid GrabPasses being used when RRP is enabled via the shader maximum LOD
Prevent error spam about _EnvVolumeBuffer
Prevent DoF from rendering on non-game cameras
Prevent the blur optimized effect from running on non-game cameras
Fixed the blur issue on the skin viewer camera in RRP
Revert: Move WaterCamera.PrepareRender to OnPreCommandBuffer event (Fix CopyTexture error spam and disappearing ocean)
Added RRP volumes and prefabs for each of the effects on the skin view cameras
Added the UI Background Blur component back to the EngineUI2 prefab after the merge
Move WaterCamera.PrepareRender to OnPreCommandBuffer event (Fix CopyTexture error spam and disappearing ocean)
Fixed server compiler errors related to if CLIENT defines on renderer features
Fixed compiler errors from merge
Add _RRP multi_compile to all shaders with a forward pass
Remove _UsingRRP dynamic branch
Added support for the LensDirtinessEffect in RRP and added some if client wrappers around the night light effect's renderer feature and pass
Cherry-pick: Fix shader errors about undeclared identifier '_ST_WindBranchAnchor'. (Use SpeedTree 8 Wind)
Move cathode volume component into project
Added an extra check to the NightLightRenderPass to skip it if there are still issues with it
Added the lens dirtiness volume component
Cathode renderer feature
Setup cctv, cctv_manpad, and attackhelicam RRP volumes and overlays
Prevented the night light volume component from being null in a build
Try to exclude the GrabPass-SubShader of the "Standard Refraction" shader from RRP and causing error spam
Fix vignette settings remapping
Add screen_blur_UI_RRP volume asset
Setup night vision overlay and volume
Fixed the rendering of the night light and prevented it from rendering during the day
Fixed the ambient probe lighting and removed Rust.Global dependancy from the RRP asmdef
CRLF to LF line endings for the BlurOptimized shader
Added the night light renderer feature and pass
Added the night light volume component
Fix RRP colour grading Lift not being applied correctly
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
Fix SSAO issues when swapping between pipelines
Fix foliage impostors again
Fix foliage impostors on RRP
Hook up FXAA to UI settings
Unjitter camera matrix when jittering isn't needed anymore
Actually apply jittered projection matrix to camera
Added gamma intensity correction to the Forward+ lighting color that's applied for transparent objects
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