branchrust_reboot/main/render_pipeline_testingcancel

357 Commits over 365 Days - 0.04cph!

31 Days Ago
Added RRP enabled wrappers around the command buffer being added and removed for shadow caching to prevent warning log spam
31 Days Ago
Fix last remaining motion blur artifacts by using the original noise function
31 Days Ago
Replaced all Shader.Find calls in the renderer features with serialized references to avoid the shaders being missing in the build
31 Days Ago
Hook up motion blur settings to the volume component
31 Days Ago
Added the scattering shader as a serialized ref on the AtmosphereRendererFeature to avoid issues with the shader not being present in a build
31 Days Ago
Add chromatic aberration and grain to uberpass
31 Days Ago
Allow water motion vector pass to be culled
31 Days Ago
Refine motion vector pass dependencies
31 Days Ago
Use a preference list for motion vector texture formats
32 Days Ago
Added the Grey Scale volume component and setup all the RRP volumes that needed it
32 Days Ago
Fixed an issue with render pipeline global settings not being set after loading them from resources
32 Days Ago
Added the grain volume component and added it to all RRP volumes that needed it
32 Days Ago
Added Unity's build-only API for setting the render pipeline global settings before switching pipelines at runtime
32 Days Ago
Revert changes to PostFXBlitter
32 Days Ago
MotionBlurPass graphics format compatibility fix
32 Days Ago
Change SSAO render to use static lambdas
32 Days Ago
OverlayUberPass with sharpening and vignette
32 Days Ago
missing client guard
32 Days Ago
Implement multi-pass motion blur to match BiRP
32 Days Ago
Fix motion vector global texture name to match BiRP
32 Days Ago
Make CopyAttachmentsPass use AddUnsafePass and publish the result as global textures
32 Days Ago
change how we're tracking viewmodel prev viewproj to not rely on BRP camera component
32 Days Ago
implement the pass that composes the water motion vector texture with the camera's motion vector texture as we now have a camera motion vector texture in RRP also properly track the prev viewproj for water in RRP
33 Days Ago
Port viewmodel motion vector pass to RRP
33 Days Ago
- Update the RustRenderPipelineGlobalSettings to ensure the asset gets created - Added the newly create global settings asset that was generated - Updated the graphics settings to contain the new global settings for RRP
33 Days Ago
Added the Chromatic Aberration volume component and updated all RRP volumes that should be using the effect
33 Days Ago
delete old file
33 Days Ago
get binocular effect working in RRP
33 Days Ago
compile fix 2
33 Days Ago
fix contact shadows server compile
33 Days Ago
merge from main
33 Days Ago
temp
33 Days Ago
add some additional RRP client-only guards
33 Days Ago
Fix crash in DrawProcedural() due to wrong shaderPassId
34 Days Ago
CRLF to LF line ending changes for all RRP files
34 Days Ago
Fix various motion vector issues (override shaders, depth, skinned meshes)
34 Days Ago
Remove custom motion vector pass from standard shader
34 Days Ago
Fixed all server compile errors and warnings for RRP
35 Days Ago
client-only guard AtmosphereVolumeDrawPass
35 Days Ago
Add volume component for motion blur (2)
35 Days Ago
Add volume component for motion blur
35 Days Ago
Updated all the volumes profiles for RRP that required auto exposure
35 Days Ago
Fix motion vectors from skinned meshes
35 Days Ago
Added support for SRP's camera history API and added auto exposure to RRP
35 Days Ago
Upgrade SSAO to new render pipeline API Replace RenderPasses with RasterPasses and BlitPasses Replace commandbuffer SetGlobals with material setters Use RenderAttachment and UseTexture workflow
35 Days Ago
implement atmopshere volumes (bandit camp fog) in RRP
35 Days Ago
fix AnimalFur shader missing g-buffer stencil write
36 Days Ago
Fix foliage rendering with camera motion blur
36 Days Ago
Added Exp2 method to RustRenderPipelineSettings and added the compute shaders needed for auto exposure to the pipeline settings and resource data context
38 Days Ago
Disable motion blur because it's still a little broken