branchrust_reboot/main/render_pipeline_testingcancel

347 Commits over 365 Days - 0.04cph!

46 Days Ago
Code gen to add back RRP ConVars
46 Days Ago
Added NGSS support to RRP
46 Days Ago
add RRP billboard lighting to Particle AddSmooth, fix error in PixelLit 6-Point
46 Days Ago
RRP BillboardLight logic consistency fix with BRP
46 Days Ago
tweak
46 Days Ago
fix active state for underwater effect not propagating
47 Days Ago
unity 6 VolumeManager fixes
47 Days Ago
DeployGuides: more explicit depth/stencil format
47 Days Ago
optimize depth buffer formats used by water render targets, post opaque depth RT needs no depth at all
47 Days Ago
convert depth-stencil format from TextureDesc to RenderTextureDescriptor more directly
48 Days Ago
Updated the blitter shader to fix missing shader keywords relating to MSAA
48 Days Ago
further RRP particle/billboard lighting
49 Days Ago
SetupPass: supply global_MainLightingAtten for particle/billboard shading
49 Days Ago
remove extra semicolon
49 Days Ago
fix g-buffer inconsistency for skin shading between BiRP and RRP
49 Days Ago
prefab merge fix, will need to redo this
49 Days Ago
further fixes
49 Days Ago
fixes
49 Days Ago
merge from main
49 Days Ago
progress on billboard/particle lighting conversion to RRP
54 Days Ago
scene fix
54 Days Ago
finalize RRP underwater post processing
58 Days Ago
fix missing shader parameter used by post process effects
59 Days Ago
underwater post effect initial
2 Months Ago
remove debug print in WaterRendererFeature
2 Months Ago
organize deploy guide renderer feature code, fix LocalKeyword error when first bringing out a deploy guide
2 Months Ago
Added RRP support for the dev-only shadow convars
2 Months Ago
Implement FoliageDisplacementRenderFeature and SpecialPurposeCameraDrawPass with BIRP wrapper
2 Months Ago
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
2 Months Ago
Merge from render_pipeline_toggle
2 Months Ago
Updated the RRP package and made the shadow presets work while RRP is active
2 Months Ago
Merge from terrain_rrp_fix
2 Months Ago
the big sync
2 Months Ago
fix player_model changes stomped in merge
2 Months Ago
merge from main
2 Months Ago
Merge from main
2 Months Ago
- 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
2 Months Ago
add RustForwardOpaque lightmode to opaque geometry pass
2 Months Ago
RRP deploy guides
2 Months Ago
6.3 fix
2 Months Ago
RRP viewmodel camera
3 Months Ago
merge from main
3 Months Ago
fix vclouds not showing up in water reflections in BiRP
3 Months Ago
merge from main
3 Months Ago
work around issues causing fog to be incorrect/denser than it should
4 Months Ago
remove unused uniform
4 Months Ago
fix vfog density map not using configured shore distance falloff
4 Months Ago
handle another case
4 Months Ago
fix sky compositing regression
4 Months Ago
fix error spam and water going invisible from water body mesh being null