# Changelog ## [2018.2 undecided] ### Improvements - Add stripper of shader variant when building a player. Save shader compile time. - Disable per-object culling that was executed in C++ in HD whereas it was not used (Optimization) - Enable texture streaming debugging (was not working before 2018.2) ### Changed, Removals and deprecations - Removed GlobalLightLoopSettings.maxPlanarReflectionProbes and instead use value of GlobalLightLoopSettings.planarReflectionProbeCacheSize ## [2018.1 undecided] ### Improvements - Configure the volumetric lighting code path to be on by default - Trigger a build exception when trying to build an unsupported platform - Introduce the VolumetricLightingController component, which can (and should) be placed on the camera, and allows one to control the near and the far plane of the V-Buffer (volumetric "froxel" buffer) along with the depth distribution (from logarithmic to linear) - Add 3D texture support for density volume - Add a better mapping of roughness to mipmap for planar reflection ### Changed, Removals and deprecations - Remove Resource folder of PreIntegratedFGD and add the resource to RenderPipeline Asset - Default number of planar reflection change from 4 to 2 - Rename _MainDepthTexture to _CameraDepthTexture ### Bug fixes - Fix ConvertPhysicalLightIntensityToLightIntensity() function used when creating light from script to match HDLightEditor behavior - Fix numerical issues with the default value of mean free path of volumetric fog - Fix the bug preventing decals from coexisting with density volumes - Fix issue with alpha tested geometry using planar/triplanar mapping not render correctly or flickering (due to being wrongly alpha tested in depth prepass) ## [2018.1.0f2] ### Improvements - Screen Space Refraction projection model (Proxy raycasting, HiZ raymarching) - Screen Space Refraction settings as volume component - Added buffered frame history per camera - Port Global Density Volumes to the Interpolation Volume System. - Optimize ImportanceSampleLambert() to not require the tangent frame. - Generalize SampleVBuffer() to handle different sampling and reconstruction methods. - Improve the quality of volumetric lighting reprojection. - Optimize Morton Order code in the Subsurface Scattering pass. - Planar Reflection Probe support roughness (gaussian convolution of captured probe) - Use an atlas instead of a texture array for cluster transparent decals - Add a debug view to visualize the decal atlas - Only store decal textures to atlas if decal is visible, debounce out of memory decal atlas warning. - Add manipulator gizmo on decal to improve authoring workflow - Add a minimal StackLit material (work in progress, this version can be used as template to add new material) ### Changed, Removals and deprecations - EnableShadowMask in FrameSettings (But shadowMaskSupport still disable by default) - Forced Planar Probe update modes to (Realtime, Every Update, Mirror Camera) - Removed Planar Probe mirror plane position and normal fields in inspector, always display mirror plane and normal gizmos - Screen Space Refraction proxy model uses the proxy of the first environment light (Reflection probe/Planar probe) or the sky - Moved RTHandle static methods to RTHandles - Renamed RTHandle to RTHandleSystem.RTHandle - Move code for PreIntegratedFDG (Lit.shader) into its dedicated folder to be share with other material - Move code for LTCArea (Lit.shader) into its dedicated folder to be share with other material ### Bug fixes - Fix fog flags in scene view is now taken into account - Fix sky in preview windows that were disappearing after a load of a new level - Fix numerical issues in IntersectRayAABB(). - Fix alpha blending of volumetric lighting with transparent objects. - Fix the near plane of the V-Buffer causing out-of-bounds look-ups in the clustered data structure. - Depth and color pyramid are properly computed and sampled when the camera renders inside a viewport of a RTHandle. - Fix decal atlas debug view to work correctly when shadow atlas view is also enabled ## [2018.1.0b13] ...