All Rust commits from Facepunch

get RRP running on unity 6

oops

probable fix for flickering fog

qa island thing

fixes, add missing components to some scenes

fix watercamera rrp unity 6

merge from unity6_compat

another fix

further

bunch of client preproc guards

merge from main

ignore .DS_Store in Rust.RenderPipeline git repo

update player_preview prefab

implement optional per-camera lighting overrides (reflection probe, main light exclusion, etc), to support player preview camera

partial fix for point/spot light biasing inconsistency with BiRP

sync Rust.RenderPipeline: emulate BiRP lighting attenuation for consistency. fixes overly dim player preview lighting, torch light, etc

reapply WaterCamera change in RRP

merge from main

fix missing shader referene

restore

merge from main

explicitly set render targets in GeometryPass, z buffer was missing from forward opaques
Updating Rust.RenderPipeline to include removal of old PostFXStack settings class
Updated the Rust.RenderPipeline package to include the new volume component changes
Updated the Rust.RenderPipeline package and fixed compatibility issues

set up special render pipeline for player preview camera, instead of using default which renders too much stuff we don't need

subsurface birp wrap

work around RT size mismatch in BiRP water wrapper

fix hair raycasting shadows in deferred

fix missing z-buffer when rendering forward opaques

don't need this anymore

- emulate BiRP implicit stencil write in g-buffer pass - provide global_DeferredIndirectLightingActive flag

further SSS

merge from main

re-apply craggy changes

post subsurface pass beginnings

bring over WaterCamera changes into RRP

merge from main

hoarded a bunch of changes: - refactored vclouds and vfog for multi camera support - vclouds and vfog ported to RRP with built-in wrappers - match sky dome pos to camera in RRP, including in scene view - scale sky dome to camera far plane in RRP - use CommandBufferManager.OnPreCommandBuffer hook to call OnBeginRendering() in built-in wrappers, fixes update happening after commands buffers were already filled - share TextureDescs between render graph and built-in wrapper render texture creation. Ensures consistent formats, etc - fix skybox rendering twice in scene view - fix water render graph issues on lower quality levels - fix destruction of water dynamics RTHandle

sync Rust.RenderPipeline

add CommandBufferManager.OnPreCommandBuffer hook

supply lightdir/color for water again, adjust texture formats

fix double-rendering atmosphere

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

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

merge from main

RRP water rendering progress

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

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.)

merge from main