浏览代码

Added 2.0.x release notes and updated changelog to [keep a changelog] format

/main
Felipe Lira 6 年前
当前提交
4e500109
共有 1 个文件被更改,包括 106 次插入52 次删除
  1. 158
      com.unity.render-pipelines.lightweight/CHANGELOG.md

158
com.unity.render-pipelines.lightweight/CHANGELOG.md


# Changelog
All notable changes to this package will be documented in this file.
The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
## [2.0.1-preview]
### Fixed
- VR Single Pass Instancing shadows
## [2.0.0-preview]
### Added
- Explicit render target load/store actions were added to improve tile utilization
- Camera opaque color can be requested on the pipeline asset. It can be accessed in the shader by defining a _CameraOpaqueTexture. This can be used as an alternative to GrabPass.
- Dynamic Batching can be enabled in the pipeline asset
- Pipeline now strips unused or invalid variants and passes based on selected pipeline capabilities in the asset. This reduces build and memory consuption on target.
- Shader stripping settings were added to pipeline asset
### Changed
#### Pipeline
- Pipeline code is now more modular and extensible. A ForwardRenderer class is initialized by the pipeline with RenderingData and it's responsible for enqueueing and executing passes. In the future pluggable renderers will be supported.
- On mobile 1 directional light + up to 4 local lights (point or spot) are computed
- On other platforms 1 directional light + up to 8 local lights are computed
- Multiple shadow casting lights are supported. Currently only 1 directional + 4 spots light shadows.
#### Shading Framework
- Directional Lights are always considered a main light in shader. They have a fast shading path with no branching and no indexing.
- GetMainLight() is provided in shader to initialize Light struct with main light shading data.
- Directional lights have a dedicated shadowmap for performance reasons. Shadow coord always comes from interpolator.
- MainLigthRealtimeShadowAttenuation(float4 shadowCoord) is provided to compute main light realtime shadows.
- Spot and Point lights are always shaded in the light loop. Branching on uniform and indexing happens when shading them.
- GetLight(half index, float3 positionWS) is provided in shader to initialize Light struct for spot and point lights.
- Spot light shadows are baked into a single shadow atlas.
- Shadow coord for spot lights is always computed on fragment.
- Use LocalLightShadowAttenuation(int lightIndex, float3 positionWS) to comppute realtime shadows for spot lights.
### Fixed
- Issue that was causing VR on Android to render black
- Camera viewport issues
- UWP build issues
- Prevent nested camera rendering in the pipeline
### Improvements
### Added
### Bugfixes
- Fixed SRP Shader library issue that was causing all constants to be highp in mobile
- Fixed shader error that prevented LWRP to build to UWP
- Fixed shader compilation errors in Linux due to case sensitive includes
- Fixed Rendering Texture flipping issue
- Fixed Standard Particles shader cutout and blending modes
- Fixed crash caused by using projectors
- Fixed issue that was causing Shadow Strength to not be computed on mobile
- Fixed Material Upgrader issue that caused editor to SoftLocks
- Fixed GI in Unlit shader
- Fixed null reference in the Unlit material shader GUI
### Fixed
- SRP Shader library issue that was causing all constants to be highp in mobile
- shader error that prevented LWRP to build to UWP
- shader compilation errors in Linux due to case sensitive includes
- Rendering Texture flipping issue
- Standard Particles shader cutout and blending modes
- crash caused by using projectors
- issue that was causing Shadow Strength to not be computed on mobile
- Material Upgrader issue that caused editor to SoftLocks
- GI in Unlit shader
- Null reference in the Unlit material shader GUI
### Improvements
### Changed
### Bugfixes
- Fixed shadows on GLES 2.0
- Fixed CPU performance regression in shadow rendering
- Fixed alpha clip shadow issues
- Fixed unmatched command buffer error message
- Fixed null reference exception caused by missing resource in LWRP
- Fixed issue that was causing Camera clear flags was being ignored in mobile
### Fixed
- Shadows on GLES 2.0
- CPU performance regression in shadow rendering
- Alpha clip shadow issues
- Unmatched command buffer error message
- Null reference exception caused by missing resource in LWRP
- Issue that was causing Camera clear flags was being ignored in mobile
### Improvements
### Added
- Shadowmap uses 16bit format instead of 32bit.
### Changed
- Shadowmap uses 16bit format instead of 32bit.
### Bugfixes
- Fixed Subtractive Mode
### Fixed
- Subtractive Mode
### Improvements
- Refactored lightweight standard shaders and shader library to improve ease of use.
### Added
- HDR RT now uses what format is configured in Tier settings.
- Optimized tile LOAD op on mobile.
### Changed
- HDR RT now uses what format is configured in Tier settings.
- Refactored lightweight standard shaders and shader library to improve ease of use.
- Optimized tile LOAD op on mobile.
### Bugfixes
- Fixed realtime shadows on OpenGL
- Fixed shader compiler errors in GLES 2.0
- Fixed issue sorting issues when BeforeTransparent custom fx was enabled.
- Fixed VR single pass rendering.
- Fixed viewport rendering issues when rendering to backbuffer.
- Fixed viewport rendering issues when rendering to with MSAA turned off.
- Fixed multi-camera rendering.
### Fixed
- Realtime shadows on OpenGL
- Shader compiler errors in GLES 2.0
- Issue sorting issues when BeforeTransparent custom fx was enabled.
- VR single pass rendering.
- Viewport rendering issues when rendering to backbuffer.
- Viewport rendering issues when rendering to with MSAA turned off.
- Multi-camera rendering.
### Improvements
- Shaders ported to the new SRP shader library.
- Constant Buffer Refactor to use new Batcher
### Added
- UI Improvements (Rendering features not supported by LW are hidden)
### Changed
- Shaders were ported to the new SRP shader library.
- Constant Buffer refactor to use new Batcher
- UI Improvements (Rendering features not supported by LW are hidden)
### Bugfixes
### Fixed
### Improvements
- Realtime shadow filtering was improved.
### Added
### Bugfixes
### Changed
- Realtime shadow filtering was improved.
### Fixed
正在加载...
取消
保存