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3.7 KiB

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.