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3.7 KiB
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.