branchrust_reboot/main/render_pipeline_testingcancel
357 Commits over 365 Days - 0.04cph!
Added RRP enabled wrappers around the command buffer being added and removed for shadow caching to prevent warning log spam
Fix last remaining motion blur artifacts by using the original noise function
Replaced all Shader.Find calls in the renderer features with serialized references to avoid the shaders being missing in the build
Hook up motion blur settings to the volume component
Added the scattering shader as a serialized ref on the AtmosphereRendererFeature to avoid issues with the shader not being present in a build
Add chromatic aberration and grain to uberpass
Allow water motion vector pass to be culled
Refine motion vector pass dependencies
Use a preference list for motion vector texture formats
Added the Grey Scale volume component and setup all the RRP volumes that needed it
Fixed an issue with render pipeline global settings not being set after loading them from resources
Added the grain volume component and added it to all RRP volumes that needed it
Added Unity's build-only API for setting the render pipeline global settings before switching pipelines at runtime
Revert changes to PostFXBlitter
MotionBlurPass graphics format compatibility fix
Change SSAO render to use static lambdas
OverlayUberPass with sharpening and vignette
Implement multi-pass motion blur to match BiRP
Fix motion vector global texture name to match BiRP
Make CopyAttachmentsPass use AddUnsafePass and publish the result as global textures
change how we're tracking viewmodel prev viewproj to not rely on BRP camera component
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
Port viewmodel motion vector pass to RRP
- 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
Added the Chromatic Aberration volume component and updated all RRP volumes that should be using the effect
get binocular effect working in RRP
fix contact shadows server compile
add some additional RRP client-only guards
Fix crash in DrawProcedural() due to wrong shaderPassId
CRLF to LF line ending changes for all RRP files
Fix various motion vector issues (override shaders, depth, skinned meshes)
Remove custom motion vector pass from standard shader
Fixed all server compile errors and warnings for RRP
client-only guard AtmosphereVolumeDrawPass
Add volume component for motion blur (2)
Add volume component for motion blur
Updated all the volumes profiles for RRP that required auto exposure
Fix motion vectors from skinned meshes
Added support for SRP's camera history API and added auto exposure to RRP
Upgrade SSAO to new render pipeline API
Replace RenderPasses with RasterPasses and BlitPasses
Replace commandbuffer SetGlobals with material setters
Use RenderAttachment and UseTexture workflow
implement atmopshere volumes (bandit camp fog) in RRP
fix AnimalFur shader missing g-buffer stencil write
Fix foliage rendering with camera motion blur
Added Exp2 method to RustRenderPipelineSettings and added the compute shaders needed for auto exposure to the pipeline settings and resource data context
Disable motion blur because it's still a little broken