branchrust_reboot/main/render_pipeline_testingcancel
347 Commits over 365 Days - 0.04cph!
Code gen to add back RRP ConVars
Added NGSS support to RRP
add RRP billboard lighting to Particle AddSmooth, fix error in PixelLit 6-Point
RRP BillboardLight logic consistency fix with BRP
fix active state for underwater effect not propagating
unity 6 VolumeManager fixes
DeployGuides: more explicit depth/stencil format
optimize depth buffer formats used by water render targets, post opaque depth RT needs no depth at all
convert depth-stencil format from TextureDesc to RenderTextureDescriptor more directly
Updated the blitter shader to fix missing shader keywords relating to MSAA
further RRP particle/billboard lighting
SetupPass: supply global_MainLightingAtten for particle/billboard shading
fix g-buffer inconsistency for skin shading between BiRP and RRP
prefab merge fix, will need to redo this
progress on billboard/particle lighting conversion to RRP
finalize RRP underwater post processing
fix missing shader parameter used by post process effects
underwater post effect initial
remove debug print in WaterRendererFeature
organize deploy guide renderer feature code, fix LocalKeyword error when first bringing out a deploy guide
Added RRP support for the dev-only shadow convars
Implement FoliageDisplacementRenderFeature and SpecialPurposeCameraDrawPass with BIRP wrapper
Added a better way to handle the pipeline asset cloning to allow for settings to be set on the cloned asset before RRP is toggled on
Merge from render_pipeline_toggle
Updated the RRP package and made the shadow presets work while RRP is active
Merge from terrain_rrp_fix
fix player_model changes stomped in merge
- implement refraction pass after regular transparents
- implement RenderPipelineSwitchNode and RenderPipelineCondition behaviours to toggle game objects depending on active render pipeline
- get player censorship working in RRP and keep it working in BiRP thru the new behaviors above
add RustForwardOpaque lightmode to opaque geometry pass
fix vclouds not showing up in water reflections in BiRP
work around issues causing fog to be incorrect/denser than it should
fix vfog density map not using configured shore distance falloff
fix sky compositing regression
fix error spam and water going invisible from water body mesh being null