branchrust_reboot/main/render_pipeline_testingcancel
630 Commits over 457 Days - 0.06cph!
Render DDraw on beginCameraRendering for RRP
Fix BlurOptimize shader typo
Fixed the greyscale amount parameter and the color filter having the wrong color space when passed to the shader
Change BlurOptimized downsample param to nointerp and replace BlitPass with raster pass
Clamping spolight cookie UVs
Fixed an issue that was causing spotlights to project backwards
Added support for Deferred+ lighting on Core type materials
Added a stencil block to the deferred plus shader pass to ensure we only apply lights to opaque surfaces
Updated the spot and point light attenuation and light cookies to perfectly match BRP's lighting
Batch add stencil block to common shaders
Add PaintableRenderer for paintable cameras and setup with painting dialog prefab to fix background
Stop clearing camera target in gbufferpass which was stomping the camera clear colour
Add stencil block to molotov, and expose shadow intensity property to fix invisible bottle shadow
Remove terrain depth prepass alloc
give this a try cause why not
Updated Deferred+ to be compatible with SSS
Move SSAO (and motion vector) passes to before transparent
Fix ambient light flickering
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
Enabled Deferred+ by default and fixed he BillboardLight-RRP.cginc file to be compatible with the new Deferred+ code
Added changes that should have been checked out with the last commit
Added support for Deferred+ lighting
Apply UnityPixelLightIntensityCorrection for billboardlight-RRP to fix particle lighting
Declare hair shader stencil block
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fix brp error spam on low water quality
Fix RRP lightingpass memory leak
Coverage Queries Renderer Feature
Add radial blur to RRP combined with blur optimized and setup explosion volume and overlay
Reduce RRP vignette effect
Fix underwater labs windows refraction texture with RRP
Fix noise texture uv in volumetric light beam
Use a NativeArray for lightShadowData
Updated the LightingPass and Shadows to use the new RenderGraph API
Remove RustRendererFeatureCameraComponentAttribute due to issues with reflection
Remove string interpolation from BlurOptimizedPass
Avoid delegate allocations in SSAOApplyPass
Elimitate GC allocation in terrain depth pre-pass