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2.1 KiB

Changelog

All notable changes to this package will be documented in this file.

The format is based on Keep a Changelog and this project adheres to Semantic Versioning.

[Unreleased]

Added

Changed

[0.1.6] - 2018-xx-yy

New features and functionality

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.

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

Improvements

  • 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)
  • Only store decal textures to atlas if decal is visible, debounce out of memory decal atlas warning.

Features

  • Screen Space Refraction projection model (Proxy raycasting, HiZ raymarching)
  • Screen Space Refraction settings as volume component
  • Added buffered frame history per camera