branchrust_reboot/main/render_pipeline_testingcancel

630 Commits over 457 Days - 0.06cph!

3 Months Ago
Fix Forward+ error spam
3 Months Ago
Add a null-check for renderer feature component creation
3 Months Ago
Make sure WaterRendererCamera has an explicit constructor (obfuscation problem?)
3 Months Ago
Add more profiler instrumentation
3 Months Ago
Move volumetric light beam UpdateCameraRelatedProperties work to vertex shader
3 Months Ago
Toggle BeamGeometry component when mesh visibility is set by LOD. Fixes UpdateCameraRelatedProperties running for every disabled beam.
3 Months Ago
fix func call typo
3 Months Ago
Changed the deferred lights to use per draw light cookies to fix the flickering lights issue
3 Months Ago
Always log render graph exceptions
3 Months Ago
Bind dummy buffers when not using RRP to avoid Unity skipping draw calls due to unbound buffers
3 Months Ago
Add ProfilerMarkers to all built-in RRP passes
3 Months Ago
Add a ProfilerMarker to every custom RustRenderPass
3 Months Ago
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3 Months Ago
Avoiding assigning camera.depthTextureMode when not needed to reduce camera serialisation bump
3 Months Ago
fix stupid auto inserted using
3 Months Ago
merge from main
3 Months Ago
Make Rust/Standard SRP-Batcher compatible
3 Months Ago
Remove _RRP multi_compile keyword
3 Months Ago
Re-add _UsingRRP dynamic branch
3 Months Ago
Fix VolumetricLightBeam on RRP
3 Months Ago
merge from main
3 Months Ago
create mip-filtered refraction texture before transparent geometry pass
3 Months Ago
fix string alloc in VolumetricFogShadowPreProcessPass
3 Months Ago
Add an assertion to catch rare error spam from WaterCamera
3 Months Ago
Fixed the normal maps not being present on the deploy meshes
3 Months Ago
Added missing shader passes back to all main subshaders
3 Months Ago
Added the shadow caster pass back to the cloth shaders
3 Months Ago
SkinViewer2 prefab RRP fixes after merge
3 Months Ago
Merge from main
3 Months Ago
Whitespace fix for BRP_BloomPass
3 Months Ago
Remove obsolete potato subshaders to reclaim memory
3 Months Ago
Fixed some issues with the tone mapping and the lift gamma gain
3 Months Ago
use new RRP/BRP grab pass subshaders for player pixelation
3 Months Ago
Add some profiler intstrumentation
3 Months Ago
Update the Standard Refraction With Fog and Standard Refraction Underwater Labs shaders to work with the GrabPass fix for RRP
3 Months Ago
- Removed shaderLod convar as the setting has become obsolete and we're now using subshader LODs to fix an issue with Grab Passes in RRP. - Updated the TerrainQuality script to no longer rely on the shaderLod convar. - Code gen
3 Months Ago
Added the missing blit from the DoF pass and updated the way the copy texture is set up
3 Months Ago
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3 Months Ago
Move colour grading, bloom and exposure apply to UberPostPass to match BRP and enable finer post effect reordering Apply greyscale after colour grade (fixes NVG) Remove linear conversion in ColorAdjustments to match BRP Use linear conversion in greyscale to match BRP
4 Months Ago
Cherry-pick global_mip_bias onto render_pipeline_testing
4 Months Ago
Reverted standard shader subshader flip and removed RustRenderPipeline tag for lower LOD subshader
4 Months Ago
Revert RRP quality level. One cannot simply mix and match pipelines. :cry2:
4 Months Ago
Reorder SubShaders of Standard Refraction such that RRP is first, GrabPass comes last
4 Months Ago
Add an RRP quality level to prevent shader variant stripping
4 Months Ago
Changed to using the global shader maximum LOD for ignoring GrabPasses to set if that works when switching to RRP
4 Months Ago
Merge from main
4 Months Ago
Added a way to avoid GrabPasses being used when RRP is enabled via the shader maximum LOD
4 Months Ago
Prevent error spam about _EnvVolumeBuffer
4 Months Ago
Prevent DoF from rendering on non-game cameras
4 Months Ago
Prevent the blur optimized effect from running on non-game cameras