branchrust_reboot/main/render_pipeline_testingcancel
357 Commits over 365 Days - 0.04cph!
Add a simple motion blur implementation
Use the new UnsafePass API for the motion vector pass
Set correct motion vector shader in RRP settings
Fixed the final bloom pass's render texture size
Implement camera motion vectors
Set up (empty) camera motion vector pass
Fix per-object motion vector pass
Commenting out newer RRP bloom code that isn't currently in use and converted BRP Bloom's intensity from a clamped float parameter to a regular float parameter
Configured bloom settings for all RRP volumes
Added support for BRP bloom in RRP
Added .gitattributes file for RRP repo
Converted debug pass line endings from CRLF to LF
Added bloom clamp, diffusion, and dirt texture for the RRP bloom
- implement depth of field in RRP
- OnPreCull/OnPreRender update routines in RustCamera get called from RRP now
Add basic object motion vector shader (WIP)
fix devLocal/WorldCoord shaders missing g-buffer stencil write
Prepare camera motion vector pass
Fix deploy guide not rendering when in a map without water
Hide the rendering layer mask on the RRP camera component when RRP isn't active to prevent null refs when fetching the rendering layer mask names
fix shader bug causing GPU crash (RRP)
update SetRenderFunc calls
RRP contact shadows fixes
add debug layer for contact shadows
set up RRP renderer datas for skinviewer cameras
Fixed an issue with the SkyboxPass that was causing it to render without a depth buffer when active
Fixed an issue that was causing the color grading to be disabled in RRP
Added support for color grade masking via a new volume component and hooked up the settings for all volumes that require that feature
Add default stencil state to skin shader
Remove stencil override from GBuffer to allow custom stencil states
Don't clear depth in GBuffer pass, already cleared in setup pass
bring skinviewer viewmodel rendering changes to RRP
Fill motion vector command buffer
Setup motion vector pass (doesn't draw anything yet)
Updated all the RRP volumes with the correct color grading values
Added RRP volumes for every BRP post process volume that was missing one
Updated all of the biome RRP volumes to have the correct lift, gamma, and gain values
Updated the lift gamma gain pass to work the way BRP does rather than URP as the trackball implementation has changed
Added support for lift, gamma, gain in RRP
Added the volume component and custom trackball UI for Lift, Gamma, and Gain in RRP
Added the custom tone mapping calculations to the color LUT pass in RRP
Make the RRP toggle a saved ConVar
Configured custom tone mapping setting for all main camera post process volumes
Added new Custom mode for tone mapping in RRP
fix missing resource reset
- Added the RRP volumes for all color grading post process volumes and configured most of their settings
- Updated the player_preview to include the new effects - color grading prefab
- Updated the ClimateOverlay script to be compatible with both BRP and RRP volumes
Converted all effect objects under the Main Camera prefab object to prefabs to prevent conflicts when editing individual effects