464 lines
25 KiB
Markdown
464 lines
25 KiB
Markdown
# Changelog
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All notable changes to this package will be documented in this file.
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The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
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and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
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## [Unreleased]
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Version Updated
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The version number for this package has increased due to a version update of a related graphics package.
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## [14.0.7] - 2023-05-23
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This version is compatible with Unity 2022.2.22f1.
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### Fixed
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- Fixed Decal Projector Editor fields so they are now saved when editing a prefab.
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- Revert Property for animation curves on Volume Components
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- Fixed an IES Importer issue producing incorrect results.
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- Crash on keywords::LocalKeywordState::ResetWithSpace when shader contains Grab Pass.
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- Fixed SRPs not being able to build using mode -nographics and -batchmode, since lens flare global texture prevents this from happening.
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## [14.0.6] - 2023-03-24
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This version is compatible with Unity 2022.2.13f1.
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### Fixed
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- Fixed a Render Graph bug where culled passes would be delegated to releasing a resource, resulting in unwanted leaking.
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## [14.0.5] - 2022-12-12
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This version is compatible with Unity 2022.2.4f1.
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### Changed
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- Allow VolumeComponent BoolParameter UI to display enabled/disabled dropdown instead of checkboxes.
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### Fixed
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- Fixed Light Editor didn't apply changes to SerializedObject.
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- Added Local mode to fit Probe Volumes to scene.
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- Fixed recalculating of apv probe positions.
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- Fixed virtual offset pushing probes outside of geometry.
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## [14.0.4] - 2022-11-04
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This version is compatible with Unity 2022.2.2f1.
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### Added
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- Extension method to fetch the Render Pipeline assets from a BuildTarget.
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- New XRSystem API to allow SRPs override the XR built-in stereo matrices.
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### Changed
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- Improved performance of APV baking.
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- Allow setting order for panels on the rendering debugger.
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### Fixed
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- Fixed the reset of APV volume placement when using multi selection.
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- Fixed an issue so that APV dilated data not being written back to disk.
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- Fixed realtime subdivision so it culls empty cells.
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- Hid the warning on the reflection probe if you disable APV.
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- Fixed so that data isn't cleared for probes to be dilated into, to avoid bright colored splotches.
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- Fixed probes so that the max distance between then are respected.
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- Fixed uninitialized memory for virtual offset.
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- Fixed NaN when you bake high intensity lights.
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- Fixed the APV touchup volume test so it uses OBB instead of AABB.
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- Fixed null reference when you enable the Camera in a project with multiple SRPs installed.
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- Volume Component Editor Foldouts states are now stored by type instead of by position.
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- Fixed SerializedObjectNotCreatableException on Volume Component Editors.
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- Fixed null reference exception when settings null Render Pipeline Global settings on the Settings provider.
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- Fixed swapping Volume Component in a Volume profile with mixed pipeline Volume Components.
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- Default Volume Profile can now be recovered when it is being deleted from the project folder.
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- Fixed editor drawer for Value tuples in the Rendering Debugger.
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- Fixed an issue where FreeCamera would print an error when using old InputSystem.
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- Fixed missing subdivision label when looking at APV realtime subdivision preview.
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- Fixed shadow cascade editor so the snatches now appear and the gradient appearance is improved.
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- Fixed global probe volumes not fitting to all objects.
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- Fixed dropdowns for multiple editors.
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## [14.0.3] - 2021-05-09
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This version is compatible with Unity 2022.2.0b15.
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### Fixed
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- Added Shader Stripping Watcher so you get notifications when a Shader Variant is stripped.
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## [14.0.2] - 2021-02-04
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This version is compatible with Unity 2022.2.0a14.
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### Added
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- Added new extension `TryRemoveElementsInRange` to remove a range of elements from a `IList`.
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- Added error on ResourceReloader when attempting to use [ReloadGroup] on ScriptableObject.
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- Added Screen Coordinates Override shader utilities.
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- Added API to blend between baking states for Probe Volumes.
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- Aded explicit control over scenario blending factor and a debug mode for visualization.
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### Fixed
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- Fixed texture gather macros for GLCore and moved them from target 4.6 to target 4.5.
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- Fixed cubemap array macros for GLCore.
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- Fixed regression on ResourceReloader due to change for supporting built-in resources.
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- Fixed issue with debug markers in Unity Profiler in deep profiler mode
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## [14.0.1] - 2021-12-07
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### Added
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- Linear version of function that sets FSR RCAS shader constants
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- `DebugUI.ObjectPopupField` to render a list of `UnityEngine.Objects` as a popup on the Rendering Debugger.
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- Add probe volume influence weight parameter
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- Added support for multiple Baking States to Prove Volumes.
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- Hidding Volume Components not available for the current pipeline on the Volume Profile Inspector.
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### Changed
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- Volume Component editor are now specified by `CustomEditorAttribute` instead of `VolumeComponentEditorAttribute`.
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### Fixed
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- The Volume Panel on the Rendering Debugger was not corretly showing cameras when they were added or deleted.
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- Fixed issue in DynamicResolutionHandler when camera request was turned off at runtime, the ScalableBufferManager would leak state and not unset DRS state (case 1383093).
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- Fixed undo in for `DebugUI.EnumFields` on the rendering debugger. (case 1386964)
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- Fixed `DebugUI.Enum` fields collapsing their parent `DebugUI.Foldout`
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- Fixed IES profile importer handling of overflow (outside 0-1 range) of attenutation splines values.
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- Fixed issue with Probe Volume Baking window incorrectly displaying the icon for probe volumes in scenes that don't contain probe volumes.
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- Fixed unnecessary memory allocation inside FSR's RCAS shader constants helper function.
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- Fixed the issue with the special Turkish i, when looking for the m_IsGlobal property in VolumeEditor. (case 1276892)
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## [14.0.0] - 2021-11-17
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### Added
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- Context menu on Volume Parameters to restore them to their default values.
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### Fixed
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- Fixed XR support in CoreUtils.DrawFullscreen function.
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### Changed
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- Removed FSR_ENABLE_16BIT option from FSRCommon.hlsl. The 16-bit FSR implementation is now automatically enabled when supported by the target platform.
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## [13.1.2] - 2021-11-05
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### Added
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- Added function to allocate RTHandles using `RenderTextureDescriptor`.
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- Added `vrUsage` support for RTHandles allocation.
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### Fixed
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- Fixed issue when changing volume profiles at runtime with a script (case 1364256).
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- Fixed XR support in CoreUtils.DrawFullscreen function.
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- Fixed an issue causing Render Graph execution errors after a random amount of time.
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## [13.1.1] - 2021-10-04
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### Added
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- Added support for high performant unsafe (uint only) Radix, Merge and Insertion sort algorithms on CoreUnsafeUtils.
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- Added DebugFrameTiming class that can be used by render pipelines to display CPU/GPU frame timings and bottlenecks in Rendering Debugger.
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- Added new DebugUI widget types: ProgressBarValue and ValueTuple
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- Added common support code for FSR.
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- Added new `RenderPipelineGlobalSettingsProvider` to help adding a settings panel for editing global settings.
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- Added blending for curves in post processing volumes.
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- New extension for Render Pipeline Global Settings for shader variants settings -> `IShaderVariantsSettings`.
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## [13.1.0] - 2021-09-24
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### Added
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- Debug Panels Framework See `IDebugDisplaySettingsQuery`.
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### Fixed
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- Fixed keyword and float property upgrading in SpeedTree8MaterialUpgrader
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## [13.0.0] - 2021-09-01
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Version Updated
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The version number for this package has increased due to a version update of a related graphics package.
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### Added
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- New `IVolumeDebugSettings` interface and `VolumeDebugSettings<T>` class that stores the information for the Volumes Debug Panel.
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- Added AMD FidelityFX shaders which were originally in HDRP
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- Added support for high performant unsafe (uint only) Radix, Merge and Insertion sort algorithms on CoreUnsafeUtils.
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### Fixed
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- Fixed black pixel issue in AMD FidelityFX RCAS implementation
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- Fixed a critical issue on android devices & lens flares. Accidentally creating a 16 bit texture was causing gpus not supporting them to fail.
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- Fixed serialization of DebugStateFlags, the internal Enum was not being serialized.
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## [12.0.0] - 2021-01-11
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### Added
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- Support for the PlayStation 5 platform has been added.
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- Support for additional properties for Volume Components without custom editor
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- Added VolumeComponentMenuForRenderPipelineAttribute to specify a volume component only for certain RenderPipelines.
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- Calculating correct rtHandleScale by considering the possible pixel rounding when DRS is on
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- Support for the PlayStation 5 platform has been added.
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- Support for the XboxSeries platform has been added.
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- Added Editor window that allow showing an icon to browse the documentation
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- New method DrawHeaders for VolumeComponentsEditors
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- Unification of Material Editor Headers Scopes
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- New API functions with no side effects in DynamicResolutionHandler, to retrieve resolved drs scale and to apply DRS on a size.
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- Added helper for Volumes (Enable All Overrides, Disable All Overrides, Remove All Overrides).
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- Added a blitter utility class. Moved from HDRP to RP core.
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- Added a realtime 2D texture atlas utility classes. Moved from HDRP to RP core.
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- New methods on CoreEditorDrawers, to allow adding a label on a group before rendering the internal drawers
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- Method to generate a Texture2D of 1x1 with a plain color
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- Red, Green, Blue Texture2D on CoreEditorStyles
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- New API in DynamicResolutionHandler to handle multicamera rendering for hardware mode. Changing cameras and resetting scaling per camera should be safe.
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- Added SpeedTree8MaterialUpgrader, which provides utilities for upgrading and importing SpeedTree 8 assets to scriptable render pipelines.
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- Adding documentation links to Light Sections
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- Support for Lens Flare Data Driven (from images and Procedural shapes), on HDRP
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- New SRPLensFlareData Asset
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- Adding documentation links to Light Sections.
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- Added sampling noise to probe volume sampling position to hide seams between subdivision levels.
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- Added DebugUI.Foldout.isHeader property to allow creating full-width header foldouts in Rendering Debugger.
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- Added DebugUI.Flags.IsHidden to allow conditional display of widgets in Rendering Debugger.
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- Added "Expand/Collapse All" buttons to Rendering Debugger window menu.
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- Added mouse & touch input support for Rendering Debugger runtime UI, and fix problems when InputSystem package is used.
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- Add automatic spaces to enum display names used in Rendering Debugger and add support for InspectorNameAttribute.
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- Adding new API functions inside DynamicResolutionHandler to get mip bias. This allows dynamic resolution scaling applying a bias on the frame to improve on texture sampling detail.
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- Added a reminder if the data of probe volume might be obsolete.
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- Added new API function inside DynamicResolutionHandler and new settings in GlobalDynamicResolutionSettings to control low res transparency thresholds. This should help visuals when the screen percentage is too low.
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- Added common include file for meta pass functionality (case 1211436)
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- Added OverridablePropertyScope (for VolumeComponentEditor child class only) to handle the Additional Property, the override checkbox and disable display and decorator attributes in one scope.
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- Added IndentLevelScope (for VolumeComponentEditor child class only) to handle indentation of the field and the checkbox.
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- Added an option to change the visibilty of the Volumes Gizmos (Solid, Wireframe, Everything), available at Preferences > Core Render Pipeline
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- Added class for drawing shadow cascades `UnityEditor.Rendering.ShadowCascadeGUI.DrawShadowCascades`.
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- Added UNITY_PREV_MATRIX_M and UNITY_PREV_MATRIX_I_M shader macros to support instanced motion vector rendering
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- Added new API to customize the rtHandleProperties of a particular RTHandle. This is a temporary work around to assist with viewport setup of Custom post process when dealing with DLSS or TAAU
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- Added `IAdditionalData` interface to identify the additional datas on the core package.
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- Added new API to draw color temperature for Lights.
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### Fixed
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- Help boxes with fix buttons do not crop the label.
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- Fixed missing warning UI about Projector component being unsupported (case 1300327).
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- Fixed the display name of a Volume Parameter when is defined the attribute InspectorName
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- Calculating correct rtHandleScale by considering the possible pixel rounding when DRS is on
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- Problem on domain reload of Volume Parameter Ranges and UI values
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- Fixed Right Align of additional properties on Volume Components Editors
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- Fixed normal bias field of reference volume being wrong until the profile UI was displayed.
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- Fixed L2 for Probe Volumes.
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- When adding Overrides to the Volume Profile, only show Volume Components from the current Pipeline.
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- Fixed assertion on compression of L1 coefficients for Probe Volume.
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- Explicit half precision not working even when Unified Shader Precision Model is enabled.
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- Fixed ACES filter artefact due to half float error on some mobile platforms.
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- Fixed issue displaying a warning of different probe reference volume profiles even when they are equivalent.
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- Fixed missing increment/decrement controls from DebugUIIntField & DebugUIUIntField widget prefabs.
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- Fixed IES Importer related to new API on core.
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- Fixed a large, visible stretch ratio in a LensFlare Image thumbnail.
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- Fixed Undo from script refreshing thumbnail.
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- Fixed cropped thumbnail for Image with non-uniform scale and rotation
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- Skip wind calculations for Speed Tree 8 when wind vector is zero (case 1343002)
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- Fixed memory leak when changing SRP pipeline settings, and having the player in pause mode.
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- Fixed alignment in Volume Components
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- Virtual Texturing fallback texture sampling code correctly honors the enableGlobalMipBias when virtual texturing is disabled.
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- Fixed LightAnchor too much error message, became a HelpBox on the Inspector.
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- Fixed library function SurfaceGradientFromTriplanarProjection to match the mapping convention used in SampleUVMappingNormalInternal.hlsl and fix its description.
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- Fixed Volume Gizmo size when rescaling parent GameObject
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- Fixed rotation issue now all flare rotate on positive direction (1348570)
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- Fixed error when change Lens Flare Element Count followed by undo (1346894)
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- Fixed Lens Flare Thumbnails
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- Fixed Lens Flare 'radialScreenAttenuationCurve invisible'
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- Fixed Lens Flare rotation for Curve Distribution
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- Fixed potentially conflicting runtime Rendering Debugger UI command by adding an option to disable runtime UI altogether (1345783).
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- Fixed Lens Flare position for celestial at very far camera distances. It now locks correctly into the celestial position regardless of camera distance (1363291)
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- Fixed issues caused by automatically added EventSystem component, required to support Rendering Debugger Runtime UI input. (1361901)
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### Changed
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- Improved the warning messages for Volumes and their Colliders.
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- Changed Window/Render Pipeline/Render Pipeline Debug to Window/Analysis/Rendering Debugger
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- Changed Window/Render Pipeline/Look Dev to Window/Analysis/Look Dev
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- Changed Window/Render Pipeline/Render Graph Viewer to Window/Analysis/Render Graph Viewer
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- Changed Window/Render Pipeline/Graphics Compositor to Window/Rendering/Graphics Compositor
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- Volume Gizmo Color setting is now under Colors->Scene->Volume Gizmo
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- Volume Gizmo alpha changed from 0.5 to 0.125
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- Moved Edit/Render Pipeline/Generate Shader Includes to Edit/Rendering/Generate Shader Includes
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- Moved Assets/Create/LookDev/Environment Library to Assets/Create/Rendering/Environment Library (Look Dev)
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- Changed Nintendo Switch specific half float fixes in color conversion routines to all platforms.
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- Improved load asset time for probe volumes.
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- ClearFlag.Depth does not implicitely clear stencil anymore. ClearFlag.Stencil added.
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- The RTHandleSystem no longer requires a specific number of sample for MSAA textures. Number of samples can be chosen independently for all textures.
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- Platform ShaderLibrary API headers now have a new macro layer for 2d texture sampling macros. This layer starts with PLATFORM_SAMPLE2D definition, and it gives the possibility of injecting sampling behavior on a render pipeline level. For example: being able to a global mip bias for temporal upscalers.
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- Update icon for IES, LightAnchor and LensFlare
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- LensFlare (SRP) can be now disabled per element
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- LensFlare (SRP) tooltips now refer to meters.
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- Serialize the Probe Volume asset as binary to improve footprint on disk and loading speed.
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- LensFlare Element editor now have Thumbnail preview
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- Improved IntegrateLDCharlie() to use uniform stratified sampling for faster convergence towards the ground truth
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- DynamicResolutionHandler.GetScaledSize function now clamps, and never allows to return a size greater than its input.
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- Removed DYNAMIC_RESOLUTION snippet on lens flare common shader. Its not necessary any more on HDRP, which simplifies the shader.
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- Made occlusion Radius for lens flares in directional lights, be independant of the camera's far plane.
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## [11.0.0] - 2020-10-21
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### Fixed
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- Fixed the default background color for previews to use the original color.
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- Fixed spacing between property fields on the Volume Component Editors.
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- Fixed ALL/NONE to maintain the state on the Volume Component Editors.
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- Fixed the selection of the Additional properties from ALL/NONE when the option "Show additional properties" is disabled
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- Fixed ACES tonemaping for Nintendo Switch by forcing some shader color conversion functions to full float precision.
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- Fixed a bug in FreeCamera which would only provide a speed boost for the first frame when pressing the Shfit key.
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### Added
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- New View Lighting Tool, a component which allow to setup light in the camera space
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- New function in GeometryTools.hlsl to calculate triangle edge and full triangle culling.
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- Several utils functions to access SphericalHarmonicsL2 in a more verbose and intuitive fashion.
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## [10.2.0] - 2020-10-19
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Version Updated
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The version number for this package has increased due to a version update of a related graphics package.
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## [10.1.0] - 2020-10-12
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### Added
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- Added context options "Move to Top", "Move to Bottom", "Expand All" and "Collapse All" for volume components.
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- Added the support of input system V2
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### Fixed
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- Fixed the scene view to scale correctly when hardware dynamic resolution is enabled (case 1158661)
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- Fixed game view artifacts on resizing when hardware dynamic resolution was enabled
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- Fixed issue that caused `UNITY_REVERSED_Z` and `UNITY_UV_STARTS_AT_TOP` being defined in platforms that don't support it.
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### Changed
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- LookDev menu item entry is now disabled if the current pipeline does not support it.
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## [10.0.0] - 2019-06-10
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### Added
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- Add rough version of ContextualMenuDispatcher to solve conflict amongst SRP.
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- Add api documentation for TextureCombiner.
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- Add tooltips in LookDev's toolbar.
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- Add XRGraphicsAutomatedTests helper class.
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### Fixed
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- Fixed compile errors for platforms with no VR support
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- Replaced reference to Lightweight Render Pipeline by Universal Render Pipeline in the package description
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- Fixed LighProbes when using LookDev.
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- Fix LookDev minimal window size.
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- Fix object rotation at instentiation to keep the one in prefab or used in hierarchy.
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- Fixed shader compile errors when trying to use tessellation shaders with PlayStation VR on PS4.
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- Fixed shader compile errors about LODDitheringTransition not being supported in GLES2.
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- Fix `WaveIsFirstLane()` to ignore helper lanes in fragment shaders on PS4.
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- Fixed a bug where Unity would crash if you tried to remove a Camera component from a GameObject using the Inspector window, while other components dependended on the Camera component.
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- Fixed errors due to the debug menu when enabling the new input system.
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- Fix LookDev FPS manipulation in view
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- Fix LookDev zoom being stuck when going near camera pivot position
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- Fix LookDev manipulation in view non responsive if directly using an HDRI
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- Fix LookDev behaviour when user delete the EnvironmentLibrary asset
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- Fix LookDev SunPosition button position
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- Fix LookDev EnvironmentLibrary tab when asset is deleted
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- Fix LookDev used Cubemap when asset is deleted
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- Fixed the definition of `rcp()` for GLES2.
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- Fixed copy/pasting of Volume Components when loading a new scene
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- Fix LookDev issue when adding a GameObject containing a Volume into the LookDev's view.
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- Fixed duplicated entry for com.unity.modules.xr in the runtime asmdef file
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- Fixed the texture curve being destroyed from another thread than main (case 1211754)
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- Fixed unreachable code in TextureXR.useTexArray
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- Fixed GC pressure caused by `VolumeParameter<T>.GetHashCode()`
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- Fixed issue when LookDev window is opened and the CoreRP Package is updated to a newer version.
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- Fix LookDev's camera button layout.
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- Fix LookDev's layout vanishing on domain reload.
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- Fixed issue with the shader TransformWorldToHClipDir function computing the wrong result.
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- Fixed division by zero in `V_SmithJointGGX` function.
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- Fixed null reference exception in LookDev when setting the SRP to one not implementing LookDev (case 1245086)
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- Fix LookDev's undo/redo on EnvironmentLibrary (case 1234725)
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- Fix a compil error on OpenGL ES2 in directional lightmap sampling shader code
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- Fix hierarchicalbox gizmo outside facing check in symetry or homothety mode no longer move the center
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- Fix artifacts on Adreno 630 GPUs when using ACES Tonemapping
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- Fixed a null ref in the volume component list when there is no volume components in the project.
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- Fixed issue with volume manager trying to access a null volume.
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- HLSL codegen will work with C# file using both the `GenerateHLSL` and C# 7 features.
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### Changed
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- Restored usage of ENABLE_VR to fix compilation errors on some platforms.
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- Only call SetDirty on an object when actually modifying it in SRP updater utility
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- Set depthSlice to -1 by default on SetRenderTarget() to clear all slices of Texture2DArray by default.
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- ResourceReloader will now add additional InvalidImport check while it cannot load due to AssetDatabase not available.
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- Replaced calls to deprecated PlayerSettings.virtualRealitySupported property.
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- Enable RWTexture2D, RWTexture2DArray, RWTexture3D in gles 3.1
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- Updated macros to be compatible with the new shader preprocessor.
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- Updated shaders to be compatible with Microsoft's DXC.
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- Changed CommandBufferPool.Get() to create an unnamed CommandBuffer. (No profiling markers)
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- Deprecating VolumeComponentDeprecad, using HideInInspector or Obsolete instead
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## [7.1.1] - 2019-09-05
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### Added
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- Add separated debug mode in LookDev.
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### Changed
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- Replaced usage of ENABLE_VR in XRGraphics.cs by a version define (ENABLE_VR_MODULE) based on the presence of the built-in VR module
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- `ResourceReloader` now works on non-public fields.
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- Removed `normalize` from `UnpackNormalRGB` to match `UnpackNormalAG`.
|
|
- Fixed shadow routines compilation errors when "real" type is a typedef on "half".
|
|
- Removed debug menu in non development build.
|
|
|
|
|
|
## [7.0.1] - 2019-07-25
|
|
|
|
### Fixed
|
|
- Fixed a precision issue with the ACES tonemapper on mobile platforms.
|
|
|
|
## [7.0.0] - 2019-07-17
|
|
|
|
### Added
|
|
- First experimental version of the LookDev. Works with all SRP. Only branched on HDRP at the moment.
|
|
- LookDev out of experimental
|
|
|
|
## [6.7.0-preview] - 2019-05-16
|
|
|
|
## [6.6.0] - 2019-04-01
|
|
### Fixed
|
|
- Fixed compile errors in XRGraphics.cs when ENABLE_VR is not defined
|
|
|
|
## [6.5.0] - 2019-03-07
|
|
|
|
## [6.4.0] - 2019-02-21
|
|
### Added
|
|
- Enabled support for CBUFFER on OpenGL Core and OpenGL ES 3 backends.
|
|
|
|
## [6.3.0] - 2019-02-18
|
|
|
|
## [6.2.0] - 2019-02-15
|
|
|
|
## [6.1.0] - 2019-02-13
|
|
|
|
## [6.0.0] - 2019-02-23
|
|
### Fixed
|
|
- Fixed a typo in ERROR_ON_UNSUPPORTED_FUNCTION() that was causing the shader compiler to run out of memory in GLES2. [Case 1104271] (https://issuetracker.unity3d.com/issues/mobile-os-restarts-because-of-high-memory-usage-when-compiling-shaders-for-opengles2)
|
|
|
|
## [5.2.0] - 2018-11-27
|
|
|
|
## [5.1.0] - 2018-11-19
|
|
### Added
|
|
- Added a define for determining if any instancing path is taken.
|
|
|
|
### Changed
|
|
- The Core SRP package is no longer in preview.
|
|
|
|
## [5.0.0-preview] - 2018-10-18
|
|
### Changed
|
|
- XRGraphicConfig has been changed from a read-write control of XRSettings to XRGraphics, a read-only accessor to XRSettings. This improves consistency of XR behavior between the legacy render pipeline and SRP.
|
|
- XRGraphics members have been renamed to match XRSettings, and XRGraphics has been modified to only contain accessors potentially useful to SRP
|
|
- You can now have up to 16 additional shadow-casting lights.
|
|
### Fixed
|
|
- LWRP no longer executes shadow passes when there are no visible shadow casters in a Scene. Previously, this made the Scene render as too dark, overall.
|
|
|
|
|
|
## [4.0.0-preview] - 2018-09-28
|
|
### Added
|
|
- Space transform functions are now defined in `ShaderLibrary/SpaceTransforms.hlsl`.
|
|
### Changed
|
|
- Removed setting shader inclue path via old API, use package shader include paths
|
|
|
|
## [3.3.0] - 2018-01-01
|
|
|
|
## [3.2.0] - 2018-01-01
|
|
|
|
## [3.1.0] - 2018-01-01
|
|
|
|
### Added
|
|
- Add PCSS shadow filter
|
|
- Added Core EditMode tests
|
|
- Added Core unsafe utilities
|
|
|
|
### Improvements
|
|
- Improved volume UI & styling
|
|
- Fixed CoreUtils.QuickSort infinite loop when two elements in the list are equals.
|
|
|
|
### Changed
|
|
- Moved root files into folders for easier maintenance
|