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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.

    [2.0.12-preview]

    Fixed

    • Ambient Occlusion could distort the screen on Android/Vulkan.
    • Warning about SettingsProvider in 2018.3.
    • Fixed issue with physical camera mode not working with post-processing.
    • Fixed thread group warning message on Metal and Intel Iris.
    • Fixed compatibility with versions pre-2018.2.

    [2.0.10-preview]

    Fixed

    • Better handling of volumes in nested-prefabs.
    • The Multi-scale volumetric obscurance effect wasn't properly releasing some of its temporary targets.
    • N3DS deprecation warnings in 2018.3.

    [2.0.9-preview]

    Changed

    • Update assembly definitions to output assemblies that match Unity naming convention (Unity.*).

    [2.0.8-preview]

    Fixed

    • Post-processing is now working with VR SRP in PC.
    • Crash on Vulkan when blending 3D textures.
    • RuntimeUtilities.DestroyVolume() works as expected now.
    • Excessive CPU usage on PS4 due to a badly initialized render texture.

    Changed

    • Improved volume texture blending.

    Added

    • Depth debug mode can now display linear depth instead of the raw platform depth.

    [2.0.7-preview]

    Fixed

    • Post-processing wasn't working on Unity 2018.3.

    Added

    • Bloom now comes with a Clamp parameter to limit the amount of bloom that comes with ultra-bright pixels.

    [2.0.6-preview]

    Fixed

    • On large scenes, the first object you'd add to a profile could throw a NullReferenceException. (#530)
    • Dithering now works correctly in dark areas when working in Gamma mode.
    • Colored grain wasn't colored when POSTFX_DEBUG_STATIC_GRAIN was set.
    • No more warning in the console when POSTFX_DEBUG_STATIC_GRAIN is set.

    Changed

    • Minor scripting API improvements. (#530)
    • More implicit casts for VectorXParameter and ColorParameter to Vector2, Vector3 and Vector4.
    • Script-instantiated profiles in volumes are now properly supported in the inspector. (#530)
    • Improved volume UI & styling.

    [2.0.5-preview]

    Fixed

    • More XR/Switch related fixes.

    [2.0.4-preview]

    Fixed

    • Temporal Anti-aliasing creating NaN values in some cases. (#337)
    • Auto-exposure has been fixed to work the same way it did before the full-compute port.
    • XR compilation errors on Xbox One & Switch (2018.2).
    • ArgumentNullException when attempting to get a property sheet for a null shader. (#515)
    • Stop NaN Propagation not working for opaque-only effects.
    • HDR color grading had a slight color temperature offset.
    • PSVita compatibility.
    • Tizen warning on 2018.2.
    • Errors in the console when toggling lighting on/off in the scene view when working in Deferred.
    • Debug monitors now work properly with HDRP.

    Added

    • Contribution slider for the LDR Lut.
    • Support for proper render target load/store actions on mobile (2018.2).

    Changed

    • Slightly improved speed & quality of Temporal Anti-aliasing.
    • Improved volume texture blending.
    • Improved support for LDR Luts of sizes other than 1024x32. (#507)
    • Bloom's Fast Mode has been made faster.
    • Depth of Field focus is now independent from the screen resolution.
    • The number of variants for some shaders has been reduced to improve first-build speed. The biggest one, Uber, is down to 576 variants.

    [2.0.3-preview] - 2018-03-13

    Fixed

    • Disabled debug compute shaders on OpenGL ES3 to avoid crashes on a lot of Android devices.
    • NullReferenceException while mixing volumes and global volumes. (#498)

    Changed

    • Improved performances when blending between identical textures.

    [2.0.2-preview] - 2018-03-07

    This is the first release of PostProcessing.

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