branchrust_reboot/main/render_pipeline_testingcancel

486 Commits over 427 Days - 0.05cph!

37 Days Ago
Use a NativeArray for lightShadowData
38 Days Ago
Updated the LightingPass and Shadows to use the new RenderGraph API
38 Days Ago
Remove RustRendererFeatureCameraComponentAttribute due to issues with reflection
38 Days Ago
Remove string interpolation from BlurOptimizedPass
38 Days Ago
Avoid delegate allocations in SSAOApplyPass
38 Days Ago
Elimitate GC allocation in terrain depth pre-pass
39 Days Ago
Fix Forward+ error spam
39 Days Ago
Add a null-check for renderer feature component creation
39 Days Ago
Make sure WaterRendererCamera has an explicit constructor (obfuscation problem?)
39 Days Ago
Add more profiler instrumentation
39 Days Ago
Move volumetric light beam UpdateCameraRelatedProperties work to vertex shader
39 Days Ago
Toggle BeamGeometry component when mesh visibility is set by LOD. Fixes UpdateCameraRelatedProperties running for every disabled beam.
39 Days Ago
fix func call typo
39 Days Ago
Changed the deferred lights to use per draw light cookies to fix the flickering lights issue
39 Days Ago
Always log render graph exceptions
39 Days Ago
Bind dummy buffers when not using RRP to avoid Unity skipping draw calls due to unbound buffers
39 Days Ago
Add ProfilerMarkers to all built-in RRP passes
39 Days Ago
Add a ProfilerMarker to every custom RustRenderPass
40 Days Ago
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40 Days Ago
Avoiding assigning camera.depthTextureMode when not needed to reduce camera serialisation bump
40 Days Ago
fix stupid auto inserted using
40 Days Ago
merge from main
41 Days Ago
Make Rust/Standard SRP-Batcher compatible
41 Days Ago
Remove _RRP multi_compile keyword
41 Days Ago
Re-add _UsingRRP dynamic branch
41 Days Ago
Fix VolumetricLightBeam on RRP
41 Days Ago
merge from main
46 Days Ago
create mip-filtered refraction texture before transparent geometry pass
2 Months Ago
fix string alloc in VolumetricFogShadowPreProcessPass
2 Months Ago
Add an assertion to catch rare error spam from WaterCamera
2 Months Ago
Fixed the normal maps not being present on the deploy meshes
2 Months Ago
Added missing shader passes back to all main subshaders
2 Months Ago
Added the shadow caster pass back to the cloth shaders
2 Months Ago
SkinViewer2 prefab RRP fixes after merge
2 Months Ago
Merge from main
2 Months Ago
Whitespace fix for BRP_BloomPass
2 Months Ago
Remove obsolete potato subshaders to reclaim memory
2 Months Ago
Fixed some issues with the tone mapping and the lift gamma gain
2 Months Ago
use new RRP/BRP grab pass subshaders for player pixelation
2 Months Ago
Add some profiler intstrumentation
2 Months Ago
Update the Standard Refraction With Fog and Standard Refraction Underwater Labs shaders to work with the GrabPass fix for RRP
2 Months Ago
- 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
2 Months Ago
Added the missing blit from the DoF pass and updated the way the copy texture is set up
2 Months Ago
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2 Months Ago
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
2 Months Ago
Cherry-pick global_mip_bias onto render_pipeline_testing
2 Months Ago
Reverted standard shader subshader flip and removed RustRenderPipeline tag for lower LOD subshader
2 Months Ago
Revert RRP quality level. One cannot simply mix and match pipelines. :cry2:
2 Months Ago
Reorder SubShaders of Standard Refraction such that RRP is first, GrabPass comes last
2 Months Ago
Add an RRP quality level to prevent shader variant stripping