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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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## [unreleased] |
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### Fixed |
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- Fixed a shader preprocessor issue when compiling DebugViewMaterialGBuffer.shader against Metal target |
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- Added a temporary workaround to Lit.hlsl to avoid broken lighting code with Metal/AMD |
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- Fixed compilation errors on Nintendo Switch (limited XRSetting support). |
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- Fixed apply range attenuation option on punctual light |
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- Fixed issue when using more than one volume mask texture with density volumes. |
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- Fixed an error which prevented volumetric lighting from working if no density volumes with 3D textures were present. |
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- Fixed issue with color temperature not take correctly into account with static lighting |
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- Don't display fog when diffuse lighting, specular lighting, or lux meter debug mode are enabled. |
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## [3.0.0-preview] |
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## [2.0.5-preview] |
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### Added |
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- Add option supportDitheringCrossFade on HDRP Asset to allow to remove shader variant during player build if needed |
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- Improve UI for HDReflectionProbe / PlanarReflectionProbe |
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### Fixed |
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- Fixed a shader preprocessor issue when compiling DebugViewMaterialGBuffer.shader against Metal target |
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- Added a temporary workaround to Lit.hlsl to avoid broken lighting code with Metal/AMD |
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- Fixed issue when using more than one volume texture mask with density volumes. |
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- Fixed an error which prevented volumetric lighting from working if no density volumes with 3D textures were present. |
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- Fixed compilation errors on Nintendo Switch (limited XRSetting support). |
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- Fixed apply range attenuation option on punctual light |
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- Fixed issue with color temperature not take correctly into account with static lighting |
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- Don't display fog when diffuse lighting, specular lighting, or lux meter debug mode are enabled. |
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## [2.0.4-preview] |
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