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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.

    [3.0.0-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.

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