branchrust_reboot/main/render_pipeline_testingcancel

486 Commits over 427 Days - 0.05cph!

3 Months Ago
fix shader bug causing GPU crash (RRP)
3 Months Ago
update SetRenderFunc calls
3 Months Ago
RRP contact shadows fixes
3 Months Ago
oops
3 Months Ago
add debug layer for contact shadows
3 Months Ago
set up RRP renderer datas for skinviewer cameras
3 Months Ago
Fixed an issue with the SkyboxPass that was causing it to render without a depth buffer when active
3 Months Ago
Fixed an issue that was causing the color grading to be disabled in RRP
3 Months Ago
Added support for color grade masking via a new volume component and hooked up the settings for all volumes that require that feature
3 Months Ago
Add default stencil state to skin shader
3 Months Ago
Remove stencil override from GBuffer to allow custom stencil states Don't clear depth in GBuffer pass, already cleared in setup pass
3 Months Ago
bring skinviewer viewmodel rendering changes to RRP
3 Months Ago
Fill motion vector command buffer
3 Months Ago
Setup motion vector pass (doesn't draw anything yet)
3 Months Ago
Updated all the RRP volumes with the correct color grading values
3 Months Ago
Added RRP volumes for every BRP post process volume that was missing one
3 Months Ago
Updated all of the biome RRP volumes to have the correct lift, gamma, and gain values
3 Months Ago
Updated the lift gamma gain pass to work the way BRP does rather than URP as the trackball implementation has changed
3 Months Ago
Added support for lift, gamma, gain in RRP
3 Months Ago
Added the volume component and custom trackball UI for Lift, Gamma, and Gain in RRP
3 Months Ago
Added the custom tone mapping calculations to the color LUT pass in RRP
3 Months Ago
Make the RRP toggle a saved ConVar
3 Months Ago
Configured custom tone mapping setting for all main camera post process volumes
3 Months Ago
Added new Custom mode for tone mapping in RRP
3 Months Ago
temp fix
3 Months Ago
merge from main
3 Months Ago
fix missing resource reset
3 Months Ago
- Added the RRP volumes for all color grading post process volumes and configured most of their settings - Updated the player_preview to include the new effects - color grading prefab - Updated the ClimateOverlay script to be compatible with both BRP and RRP volumes
3 Months Ago
Converted all effect objects under the Main Camera prefab object to prefabs to prevent conflicts when editing individual effects
3 Months Ago
RRP contact shadows
3 Months Ago
fix underwater post processing not working in proc map
3 Months Ago
Added support for the shadow filtering dev convar in RRP
3 Months Ago
- Fixed the shadow filtering on the lowest shadow preset on RRP - Updated the RRP directional shadow bias to be closer to Unity's BiRP implementation - Updated the RRP asset to add the warning for editing it during play mode
3 Months Ago
Matching RRP shadow resolution to BRP shadow resolution when setting shadow quality presets
3 Months Ago
Fixed the depth bias for directional shadows on RRP
4 Months Ago
fix foliage displacement feature causing scene view issues, avoid drawing viewmodel feature outside of the game view
4 Months Ago
add PerformanceText line for Rust Render Pipeline when enabled, getting harder to tell visually which pipeline we're using
4 Months Ago
RRP: water surfaces receive light from all light sources now, not just sun (forward+ lighting)
4 Months Ago
fix missing function in RRP billboard light
4 Months Ago
Code gen to add back RRP ConVars
4 Months Ago
Added NGSS support to RRP
4 Months Ago
add RRP billboard lighting to Particle AddSmooth, fix error in PixelLit 6-Point
4 Months Ago
RRP BillboardLight logic consistency fix with BRP
4 Months Ago
tweak
4 Months Ago
fix active state for underwater effect not propagating
4 Months Ago
unity 6 VolumeManager fixes
4 Months Ago
DeployGuides: more explicit depth/stencil format
4 Months Ago
optimize depth buffer formats used by water render targets, post opaque depth RT needs no depth at all
4 Months Ago
convert depth-stencil format from TextureDesc to RenderTextureDescriptor more directly
4 Months Ago
Updated the blitter shader to fix missing shader keywords relating to MSAA