# Changelog ## [1.1.4-preview] ### Improvements - Terrain and grass shaders ported - Updated materials and shader default albedo and specular color to midgrey. - Exposed _ScaledScreenParams to shader. It works the same as _ScreenParams but takes pipeline RenderScale into consideration - Performance Improvements in mobile ### 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 ## [1.1.2-preview] ### Improvements - Performance improvements in mobile ### 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 ## [1.1.1-preview] ### Improvements - Added Cascade Split selection UI - Shadowmap uses 16bit format instead of 32bit. - Added SHADER_HINT_NICE_QUALITY. If user defines this to 1 in the shader Lightweight pipeline will favor quality even on mobile platforms. - Small shader performance improvements ### Bugfixes - Fixed Subtractive Mode - Shadow Distance does not accept negative values anymore ## [0.1.24] ### Improvements - Refactored lightweight standard shaders and shader library to improve ease of use. - Added Light abstraction layer on lightweight shader library. - HDR RT now uses what format is configured in Tier settings. - Optimized tile LOAD op on mobile. - Added HDR global setting on pipeline asset. - Added Soft Particles settings on pipeline asset. - Ported particles shaders to SRP library - Reduced GC pressure - Reduced shader variant count by ~56% by improving fog and lightmap keywords - Converted LW shader library files to use real/half when necessary. ### 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. ## [0.1.23] ### Improvements - Shaders ported to the new SRP shader library. - Constant Buffer Refactor to use new Batcher - Shadow filtering and bias improved. - Pipeline now updates color constants in gamma when in Gamma colorspace. - UI Improvements (Rendering features not supported by LW are hidden) - Optimized ALU and CB usage on Shadows. - Reduced shader variant count by ~33% by improving shadow and light classification keywords - Default resources were removed from the pipeline asset. ### Bugfixes - Fixed shader include path when using SRP from package manager. - Fixed spot light attenuation to match Unity Built-in pipeline. - Fixed depth pre-pass clearing issue. ## [0.1.12] ### Improvements - Realtime shadow filtering was improved. - Standard Unlit shader now has an option to sample GI. - Added Material Upgrader for stock Unity Mobile and Legacy Shaders. - UI improvements ### Bugfixes - Fixed an issue that was including unreferenced shaders in the build. - Fixed a null reference caused by Particle System component lights. ## [0.1.11] Initial Release.