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3.7 KiB

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)

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

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

[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]

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