Alpha v1.0.0

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Brian03/02/202620:56:13
rust_reboot/main/render_pipeline_testing (#142482)

add CommandBufferManager.OnPreCommandBuffer hook

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Brian21/01/202607:01:35
rust_reboot/main/render_pipeline_testing (#141327)

supply lightdir/color for water again, adjust texture formats

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Brian21/01/202606:59:03
rust_reboot/main/render_pipeline_testing (#141326)

fix double-rendering atmosphere

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Brian21/01/202606:53:59
rust_reboot/main/render_pipeline_testing (#141325)

sync Rust.RenderPipeline changes: - fix missing shader parameter for legacy shadow caster shaders - render forward opaque objects (only SRPDefaultUnlit and RustLit light modes, allows atmospheric elements to render) - make camera context directly accessible by the camera component - add RustRenderPipeline pipeline shader tag

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Brian19/01/202621:44:25
rust_reboot/main/render_pipeline_testing (#141191)

stopgap water sky reflection until we have the water refl probe in RRP

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Brian13/01/202610:42:04
rust_reboot/main/render_pipeline_testing (#140718)

merge from main

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Brian10/01/202604:01:17
rust_reboot/main/render_pipeline_testing (#140622)

RRP water rendering progress

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Brian10/01/202601:48:24
rust_reboot/main/render_pipeline_testing (#140621)

sync with Rust.RenderPipeline: - enable global shader param + keyword when RRP is in use

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Brian10/01/202601:02:13
rust_reboot/main/render_pipeline_testing (#140620)

sync with latest Rust.RenderPipeline changes: - camera components can return false in OnBeginRendering() to skip rendering the feature for the camera - reset GraphicsSettings.lightsUseLinearIntensity to false on RRP disposal (Fixes BiRP lighting becoming dark when switching, it was also possible for the true value to get saved in GraphicsSettings.asset which confusingly permanently broke BiRP lighting.)

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Brian08/01/202601:43:28
rust_reboot/main/render_pipeline_testing (#140469)

merge from main

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Brian18/12/202515:44:37
rust_reboot/main/render_pipeline_testing (#140147)

disable the begin/endContextRendering hooks on CommandBufferManager

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Brian18/12/202515:40:30
rust_reboot/main/render_pipeline_testing (#140146)

update existing passes for pipeline changes

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Brian18/12/202515:38:11
rust_reboot/main/render_pipeline_testing (#140145)

sync Rust.RenderPipeline changes

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Brian17/12/202517:03:22
rust_reboot/main/render_pipeline_testing (#140078)

merge from main

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Brian04/12/202507:49:26
rust_reboot/main/render_pipeline_testing (#139294)

port PostOpaqueDepth to RRP, prerequisite for water

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aidan.m06/11/202511:16:59
rust_reboot/main/render_pipeline_testing (#136398)

Fixed various lighting issues within the lit and deferred lighting shaders within RRP

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aidan.m04/11/202513:54:54
rust_reboot/main/render_pipeline_testing (#136224)

Fixed some indirect lighting issues with the lit shader in RRP

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aidan.m31/10/202514:20:15
rust_reboot/main/render_pipeline_testing (#136021)

Fixed more issues with shadow biases in the RRP shaders

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aidan.m30/10/202511:38:53
rust_reboot/main/render_pipeline_testing (#135861)

Added support for light cookies in RRP

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aidan.m30/10/202511:38:04
rust_reboot/main/render_pipeline_testing (#135860)

Merge from main

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aidan.m21/10/202510:33:30
rust_reboot/main/render_pipeline_testing (#134786)

RRP: Fixed shadow bias calculations for point and spot lights

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aidan.m21/10/202510:06:14
rust_reboot/main/render_pipeline_testing (#134778)

Merge from main

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aidan.m21/10/202509:52:46
rust_reboot/main/render_pipeline_testing (#134775)

Fixed shadow bias issues within the Rust Render Pipeline

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aidan.m20/10/202509:37:24
rust_reboot/main/render_pipeline_testing (#134647)

Merge from main

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aidan.m10/09/202508:45:13
rust_reboot/main/render_pipeline_testing (#130507)

Merge from main

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aidan.m02/09/202509:49:10
rust_reboot/main/render_pipeline_testing (#129849)

Merge from main

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aidan.m22/08/202508:26:24
rust_reboot/main/render_pipeline_testing (#129098)

Updated the Rust.RenderPipeline package to include lighting stencil value changes

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aidan.m21/08/202510:16:33
rust_reboot/main/render_pipeline_testing (#129024)

Merge from main

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aidan.m21/08/202509:28:02
rust_reboot/main/render_pipeline_testing (#129014)

Merge from main

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aidan.m21/08/202509:24:46
rust_reboot/main/render_pipeline_testing (#129011)

Fixed server compile errors for new decal and environment volume render passes

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aidan.m21/08/202508:34:54
rust_reboot/main/render_pipeline_testing (#128999)

Added new properties serialized on the DecalsRendererFeature

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aidan.m20/08/202515:43:32
rust_reboot/main/render_pipeline_testing (#128937)

Added deferred mesh decal rendering support to RRP

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aidan.m19/08/202515:50:31
rust_reboot/main/render_pipeline_testing (#128841)

Added support for Deferred Decal rendering in the new render pipeline

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aidan.m19/08/202512:07:16
rust_reboot/main/render_pipeline_testing (#128800)

Merge from main

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aidan.m08/08/202510:02:37
rust_reboot/main/render_pipeline_testing (#128234)

Updated Rust.RenderPipeline to include debug visualizations for the GBuffer outputs and the indirect lighting targets

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aidan.m07/08/202514:44:52
rust_reboot/main/render_pipeline_testing (#128155)

Added pipeline textures that get set during the Setup pass. This makes Deferred Indirect Lighting work correctly in the new render pipeline

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aidan.m07/08/202513:33:31
rust_reboot/main/render_pipeline_testing (#128149)

Fixed the lighting and shadow issues when using the Rust.RenderPipeline

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aidan.m06/08/202512:53:04
rust_reboot/main/render_pipeline_testing (#128062)

Fixed an issue that was preventing spatial env volumes from rendering and prevented rendering to reflection probes in the new render pass wrapper

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aidan.m06/08/202512:22:15
rust_reboot/main/render_pipeline_testing (#128058)

Merge from main

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aidan.m06/08/202512:13:29
rust_reboot/main/render_pipeline_testing (#128057)

Added a check to avoid creating a zero length compute buffer when rendering the spatial environment volumes

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aidan.m06/08/202510:49:34
rust_reboot/main/render_pipeline_testing (#128042)

Added a wrapper to the SpatialEnvironmentVolumePass to make it work with both BiRP and RRP

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aidan.m06/08/202510:04:31
rust_reboot/main/render_pipeline_testing (#128037)

Updated the Rust.RenderPipeline package to add support for custom render passes

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aidan.m05/08/202515:22:16
rust_reboot/main/render_pipeline_testing (#127985)

Merge from main

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aidan.m24/07/202512:30:41
rust_reboot/main/render_pipeline_testing (#126930)

Merge from main

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aidan.m23/07/202514:45:59
rust_reboot/main/render_pipeline_testing (#126840)

Updated Rust.RenderPipeline package to remove static references to pipeline resources as everything needs to be handled via the Render Graph

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aidan.m23/07/202512:54:37
rust_reboot/main/render_pipeline_testing (#126818)

Merge from main

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aidan.m17/07/202512:28:23
rust_reboot/main/render_pipeline_testing (#126249)

Added stencil buffers to the Standard and Standard-Terrain shaders to support deferred lighting when the Rust Render Pipeline is active

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aidan.m17/07/202512:25:48
rust_reboot/main/render_pipeline_testing (#126247)

Updated the Rust Render Pipeline package to add support for camera-based command buffers

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aidan.m16/07/202510:26:29
rust_reboot/main/render_pipeline_testing (#126083)

Changed the shader name of the render pipeline's deferred indirect lighting shader as it was the same as the shader in the main project which was causing issues when the new render pipeline wasn't in use

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aidan.m16/07/202509:21:21
rust_reboot/main/render_pipeline_testing (#126064)

- Updated the Rust Render Pipeline asset to hook up the new pipeline shader assets. - Updated the plastic .ignore config to ignore the .git folder from the Rust.RenderPipeline package. - Updated the packages-lock.json to have the correct name for the Rust.RenderPipeline package.

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Rust Utility Hub - Commits - main/render_pipeline_testing