branchrust_reboot/main/render_pipeline_testingcancel

165 Commits over 335 Days - 0.02cph!

10 Months Ago
Added a wrapper to the SpatialEnvironmentVolumePass to make it work with both BiRP and RRP
10 Months Ago
Updated the Rust.RenderPipeline package to add support for custom render passes
10 Months Ago
Merge from main
10 Months Ago
Merge from main
11 Months Ago
Updated Rust.RenderPipeline package to remove static references to pipeline resources as everything needs to be handled via the Render Graph
11 Months Ago
Merge from main
11 Months Ago
Added stencil buffers to the Standard and Standard-Terrain shaders to support deferred lighting when the Rust Render Pipeline is active
11 Months Ago
Updated the Rust Render Pipeline package to add support for camera-based command buffers
11 Months Ago
Changed the shader name of the render pipeline's deferred indirect lighting shader as it was the same as the shader in the main project which was causing issues when the new render pipeline wasn't in use
11 Months Ago
- Updated the Rust Render Pipeline asset to hook up the new pipeline shader assets. - Updated the plastic .ignore config to ignore the .git folder from the Rust.RenderPipeline package. - Updated the packages-lock.json to have the correct name for the Rust.RenderPipeline package.
11 Months Ago
Added the Rust Render Pipeline package back to the project
11 Months Ago
Removing Rust Render Pipeline package so it can be renamed
11 Months Ago
Added Rust Render Pipeline package contents
11 Months Ago
Changed the Rust Render Pipeline package to a custom rather than git based package as not everyone will have SSH or git credentials set up
11 Months Ago
- Added the Rust Render Pipeline package to start testing it within the main project. - Updated PostProcessEffectSettings child classes to use the correct types within the correct namespaces, as adding the core render pipeline package introduces duplicate types within the UnityEngine.Rendering namespace.