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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.

[3.4.0-preview]

Added

  • When you have enabled Gizmos, they now appear correctly in the Game view.
  • Added requiresDepthPrepass field to RenderingData struct to tell if the runtime platform requires a depth prepass to generate a camera depth texture.
  • The RenderingData struct now holds a reference to CullResults.

Changed

  • The RenderingData struct is now read-only.
  • ScriptableRenderer always perform a Clear before calling IRendererSetup::Setup.
  • ScriptableRenderPass::Execute no longer takes CullResults as input. Instead, use RenderingData as input, since that references CullResults.
  • IRendererSetup::Setup no longer takes ScriptableRenderContext and CullResults as input.

Fixed

  • The Unlit shader now samples Global Illumination correctly.
  • The Inspector window for the Unlit shader now displays correctly.
  • Reduced GC pressure by removing several per-frame memory allocations.

[3.3.0-preview]

Added

  • Add callbacks to LWRP that can be attached to a camera (IBeforeCameraRender, IAfterDepthPrePass, IAfterOpaquePass, IAfterOpaquePostProcess, IAfterSkyboxPass, IAfterTransparentPass, IAfterRender)

###Changed

  • Clean up LWRP creation of render textures. If we are not going straight to screen ensure that we create both depth and color targets.
  • UNITY_DECLARE_FRAMEBUFFER_INPUT and UNITY_READ_FRAMEBUFFER_INPUT macros were added. They are necessary for reading transient attachments.
  • UNITY_MATRIX_I_VP is now defined.
  • Renamed LightweightForwardRenderer to ScriptableRenderer.
  • Moved all light constants to _LightBuffer CBUFFER. Now _PerCamera CBUFFER contains all other per camera constants.

Fixed

  • Lightweight Unlit shader UI doesn't throw an error about missing receive shadow property anymore.

[3.2.0-preview]

Changed

  • Receive Shadows property is now exposed in the material instead of in the renderer.
  • The UI for Lightweight asset has been updated with new categories. A more clean structure and foldouts has been added to keep things organized.

Fixed

  • Shadow casters are now properly culled per cascade. (case 1059142)
  • Rendering no longer breaks when Android platform is selected in Build Settings. (case 1058812)
  • Scriptable passes no longer have missing material references. Now they access cached materials in the renderer.(case 1061353)
  • When you change a Shadow Cascade option in the Pipeline Asset, this no longer warns you that you've exceeded the array size for the _WorldToShadow property.
  • Terrain shader optimizations.

[3.1.0-preview]

Fixed

  • Fixed assert errors caused by multi spot lights
  • Fixed LWRP-DirectionalShadowConstantBuffer params setting

[3.0.0-preview]

Added

  • Added camera additional data component to control shadows, depth and color texture.
  • pipeline now uses XRSEttings.eyeTextureResolutionScale as renderScale when in XR.
  • New pass architecture. Allows for custom passes to be written and then used on a per camera basis in LWRP

Changed

  • Shadow rendering has been optimized for the Mali Utgard architecture by removing indexing and avoiding divisions for orthographic projections. This reduces the frame time by 25% on the Overdraw benchmark.
  • Removed 7x7 tent filtering when using cascades.
  • Screenspace shadow resolve is now only done when rendering shadow cascades.
  • Updated the UI for the Lighweight pipeline asset.
  • Update assembly definitions to output assemblies that match Unity naming convention (Unity.*).

Fixed

  • Post-processing now works with VR on PC.
  • PS4 compiler error
  • Fixed VR multiview rendering by forcing MSAA to be off. There's a current issue in engine that breaks MSAA and Texture2DArray.
  • Fixed UnityPerDraw CB layout
  • GLCore compute buffer compiler error
  • Occlusion strength not being applied on LW standard shaders
  • CopyDepth pass is being called even when a depth from prepass is available
  • GLES2 shader compiler error in IntegrationTests
  • Can't set RenderScale and ShadowDistance by script
  • VR Single Pass Instancing shadows
  • Fixed compilation errors on Nintendo Switch (limited XRSetting support).

[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

[1.1.4-preview]

Added

  • 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

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

[1.1.2-preview]

Changed

  • Performance improvements 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

[1.1.1-preview]

Added

  • Added Cascade Split selection UI
  • Added SHADER_HINT_NICE_QUALITY. If user defines this to 1 in the shader Lightweight pipeline will favor quality even on mobile platforms.

Changed

  • Shadowmap uses 16bit format instead of 32bit.
  • Small shader performance improvements

Fixed

  • Subtractive Mode
  • Shadow Distance does not accept negative values anymore

[0.1.24]

Added

  • Added Light abstraction layer on lightweight shader library.
  • Added HDR global setting on pipeline asset.
  • Added Soft Particles settings on pipeline asset.
  • Ported particles shaders to SRP library

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.
  • 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.

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.

[0.1.23]

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
  • Shadow filtering and bias improved.
  • Pipeline now updates color constants in gamma when in Gamma colorspace.
  • 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.

Fixed

  • 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]

Added

  • Standard Unlit shader now has an option to sample GI.
  • Added Material Upgrader for stock Unity Mobile and Legacy Shaders.
  • UI improvements

Changed

  • Realtime shadow filtering was improved.

Fixed

  • 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.