branchrust_reboot/main/render_pipeline_testingcancel

630 Commits over 457 Days - 0.06cph!

57 Days Ago
Render DDraw on beginCameraRendering for RRP
57 Days Ago
Fix BlurOptimize shader typo
57 Days Ago
Fixed the greyscale amount parameter and the color filter having the wrong color space when passed to the shader
57 Days Ago
Change BlurOptimized downsample param to nointerp and replace BlitPass with raster pass
58 Days Ago
Merge from main
58 Days Ago
Clamping spolight cookie UVs
58 Days Ago
Fixed an issue that was causing spotlights to project backwards
59 Days Ago
Merge from main
59 Days Ago
Added support for Deferred+ lighting on Core type materials
59 Days Ago
Added a stencil block to the deferred plus shader pass to ensure we only apply lights to opaque surfaces
59 Days Ago
Updated the spot and point light attenuation and light cookies to perfectly match BRP's lighting
59 Days Ago
Merge from main
59 Days Ago
Batch add stencil block to common shaders
59 Days Ago
Add PaintableRenderer for paintable cameras and setup with painting dialog prefab to fix background
59 Days Ago
Stop clearing camera target in gbufferpass which was stomping the camera clear colour
59 Days Ago
Add stencil block to molotov, and expose shadow intensity property to fix invisible bottle shadow
59 Days Ago
Remove terrain depth prepass alloc
59 Days Ago
give this a try cause why not
60 Days Ago
Updated Deferred+ to be compatible with SSS
60 Days Ago
Move SSAO (and motion vector) passes to before transparent
60 Days Ago
Fix ambient light flickering
2 Months Ago
Merge from main
2 Months Ago
Fixed an issue where the Deferred+ lighting toggle wasn't been set currently when entering playmode due to the way we copy the pipeline asset
2 Months Ago
Enabled Deferred+ by default and fixed he BillboardLight-RRP.cginc file to be compatible with the new Deferred+ code
2 Months Ago
Added changes that should have been checked out with the last commit
2 Months Ago
Added support for Deferred+ lighting
2 Months Ago
Apply UnityPixelLightIntensityCorrection for billboardlight-RRP to fix particle lighting
2 Months Ago
Declare hair shader stencil block
2 Months Ago
Merge from main
2 Months Ago
Merge from main
2 Months Ago
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2 Months Ago
fix brp error spam on low water quality
2 Months Ago
Fix RRP lightingpass memory leak
2 Months Ago
Coverage Queries Renderer Feature
2 Months Ago
Fix mac compile error
2 Months Ago
Fix compile errors
2 Months Ago
Merge from main
2 Months Ago
DLSS support for RRP
2 Months Ago
Merge from main
2 Months Ago
Add radial blur to RRP combined with blur optimized and setup explosion volume and overlay
2 Months Ago
Reduce RRP vignette effect
2 Months Ago
Fix underwater labs windows refraction texture with RRP
2 Months Ago
Merge from main
2 Months Ago
Fix noise texture uv in volumetric light beam
3 Months Ago
Use a NativeArray for lightShadowData
3 Months Ago
Updated the LightingPass and Shadows to use the new RenderGraph API
3 Months Ago
Remove RustRendererFeatureCameraComponentAttribute due to issues with reflection
3 Months Ago
Remove string interpolation from BlurOptimizedPass
3 Months Ago
Avoid delegate allocations in SSAOApplyPass
3 Months Ago
Elimitate GC allocation in terrain depth pre-pass