352 lines
19 KiB
Markdown
352 lines
19 KiB
Markdown
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# 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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## [12.1.8] - 2022-11-04
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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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## [12.1.7] - 2022-03-29
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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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## [12.1.6] - 2022-02-09
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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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## [12.1.5] - 2022-01-14
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### Added
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- Added common support code for FSR
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### Fixed
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- Fixed undo in for `DebugUI.EnumFields` on the rendering debugger. (case 1386964)
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- Fixed unnecessary memory allocation inside FSR's RCAS shader constants helper function.
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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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### 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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## [12.1.4] - 2021-12-07
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### Fixed
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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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- 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 the issue with the special Turkish i, when looking for the m_IsGlobal property in VolumeEditor. (case 1276892)
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- Fixed IES profile importer handling of overflow (outside 0-1 range) of attenutation splines values.
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## [12.1.3] - 2021-11-17
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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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## [12.1.2] - 2021-10-22
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### Fixed
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- Fixed serialization of DebugStateFlags, the internal Enum was not being serialized.
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- Fixed issue when changing volume profiles at runtime with a script (case 1364256).
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## [12.1.1] - 2021-10-04
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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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## [12.1.0] - 2021-09-23
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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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## [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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### 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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- Fixed API to draw color temperature for Lights.
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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`.
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- Fixed shadow routines compilation errors when "real" type is a typedef on "half".
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- Removed debug menu in non development build.
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## [7.0.1] - 2019-07-25
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### Fixed
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- Fixed a precision issue with the ACES tonemapper on mobile platforms.
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## [7.0.0] - 2019-07-17
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### Added
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- First experimental version of the LookDev. Works with all SRP. Only branched on HDRP at the moment.
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- LookDev out of experimental
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## [6.7.0-preview] - 2019-05-16
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## [6.6.0] - 2019-04-01
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### Fixed
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- Fixed compile errors in XRGraphics.cs when ENABLE_VR is not defined
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## [6.5.0] - 2019-03-07
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## [6.4.0] - 2019-02-21
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### Added
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- Enabled support for CBUFFER on OpenGL Core and OpenGL ES 3 backends.
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## [6.3.0] - 2019-02-18
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## [6.2.0] - 2019-02-15
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## [6.1.0] - 2019-02-13
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## [6.0.0] - 2019-02-23
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### Fixed
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- 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)
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## [5.2.0] - 2018-11-27
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## [5.1.0] - 2018-11-19
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### Added
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- Added a define for determining if any instancing path is taken.
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### Changed
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- The Core SRP package is no longer in preview.
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## [5.0.0-preview] - 2018-10-18
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### Changed
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- 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.
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- XRGraphics members have been renamed to match XRSettings, and XRGraphics has been modified to only contain accessors potentially useful to SRP
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- You can now have up to 16 additional shadow-casting lights.
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### Fixed
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- 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.
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## [4.0.0-preview] - 2018-09-28
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### Added
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- Space transform functions are now defined in `ShaderLibrary/SpaceTransforms.hlsl`.
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### Changed
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- Removed setting shader inclue path via old API, use package shader include paths
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## [3.3.0] - 2018-01-01
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## [3.2.0] - 2018-01-01
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## [3.1.0] - 2018-01-01
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### Added
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- Add PCSS shadow filter
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- Added Core EditMode tests
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- Added Core unsafe utilities
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|
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### Improvements
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- Improved volume UI & styling
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- Fixed CoreUtils.QuickSort infinite loop when two elements in the list are equals.
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### Changed
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- Moved root files into folders for easier maintenance
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