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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.

    [Unreleased]

    Version Updated The version number for this package has increased due to a version update of a related graphics package.

    [17.0.3] - 2025-02-13

    This version is compatible with Unity 6000.0.39f1.

    Changed

    • Added a missing button in the VFX template window to quickly install learning templates.

    Fixed

    • Fixed HLSL blocks so that they accept parameters that don't have an in attribute.

    • Fixed incorrect error message on Custom HLSL.

    • Improved CustomHLSL to consider custom HLSL and includes workflow.

    • Added support for more HLSL function prototype declaration.

    • Resolved a corner case issue where the presence of multiple instances of the same buffer led to a compilation failure.

    • A compilation issue occured when declaring a gradient in ShaderGraph blackboard.

    • Fixed NullReferenceException when enabling Decal Layers in HDRP.

    • Fixed exposed properties reset when editing multiple VFX at the same time on inspector.

    • Fixed incorrect source spawnCount.

    • Fixed exception when a category color is reset in the node search.

    • Fixed a rare crash when destroying a VFX instance during rendering.

    • Updated the starter template Description and some default VFX resources.

    • Force culling when VFX rendering is disabled.

    • VFX Graph VFXOutputEventHandlers Sample now compatible with Cinemachine 3.x.

    • Disabled compile menu when authoring subgraphs.

    • Fixed the ability to add blocks to subgraph context.

    • Fixed some UI elements could overflow their reserved space.

    • Fixed "int" type could not be parsed when the access modifier is not specified.

    • Fixed unexpected CustomHLSL includes in neighbors contexts.

    • Fixed potential exception message in the console when opening any VFX Graph.

    • Fixed potential crash when using the Noise Module in a particle system.

    • Fixed output properties in subgraphs had misplaced wire connector.

    • Fixed a leak while spamming ReInit.

    • Fixed compilation error when using the Six-way Lit Output with Adaptive Probe Volumes.

    • Custom HLSL can be missing when connected to several contexts.

    • Improved how the sleep state is updated for particle systems receiving GPU events.

    • Wrong mesh rendered with instancing, when using multi mesh and exposed submesh mask.

    • Fixed potential crash and correctness when using a system with multiple Volumetric Fog Outputs.

    • Fixed SpawnIndex attribute when using instancing.

    • Fixed an exception when trying to create curl noise sub-variant nodes.

    • Fixed variadic attributes to not be allowed to be used in custom HLSL code.

    • Fixed random texture rendered with instancing when using exposed texture set to None.

    • Fixed a crash that occurred when visualizing a VFX preview with raytracing enabled.

    • Fixed a potential division by zero in RayBoxIntersection code.

    • Fixed an issue where copying or pasting in a different asset in a context with a block that used a custom attribute would lose the custom attribute type and fallback to float.

    • Fixed missing drag area to change a value for inline float, uint and int operators.

    • Fixed several UX issues in the VFX Graph blackboard.

    • Fixed copy/pasting a selection from a graph to another when the selection contains multiple times the same property node.

    • Fixed compatibility between Flipbook and Vector2 field types.

    • Added error feedback in case of incorrect setup of the Position Sequential Circle block.

    • Read unexposed shader global properties when using a Shader Graph output.

    • Fixed ParticleIndexInStrip, StripIndex, and ParticleCountinStrip attributes when used in quad or mesh outputs (previously all returning 0).

    • Fixed rendering unwanted particles when rendering particle strip systems as particles (previously rendering entire capacity).

    • Fixed strips with immortal particles disappearing with instancing on.

    • Fixed an issue where Convert Output to Output Particle ShaderGraph Octagon or Triangle generates an exception.

    • Fixed corrupted graph when a custom type was missing.

    • Fixed node search expand/collapse button, which could be blurry, depending on screen DPI setting.

    • Fixed sticky note resizing could be broken.

    • Fixed a crash that would uccur during the update of a Visual Effect when deleting a used Texture.

    • Fixed an issue where strip tangent was not computed correctly when using Shader Graph output.

    • Fixed two different HLSL parsing issues with VFX Graph custom HLSL.

    • Fixed an issue where Tooltips were not displaying.

    • Fixed capacity field in the Particle System Info panel not being refreshed when modifying system capacity.

    • Fixed overdraw debug mode of unlit particles in URP.

    • Improved Water integration to prevent an unexpected error from dispatch.

    • Incorrect sanitization of SetCustomAttribute when Random was different than Random.Off.

    • Missing delayed field for Sample Water Surface Operator.

    • Unexpected log "Expression graph was marked as dirty after compiling context for UI" while using Custom HLSL based operators.

    • Particle outputs connected to particle strip systems don't render last particle.

    • Fixed an issue when using the same name as a built-in attribute in a custom HLSL function's parameter would lead to a compilation error.

    • Fixed an issue when creating a Custom HLSL operator with two outputs could prevent the generated shader from compiling.

    • Fixed an issue with VFX particles GBuffer pass with URP Render Graph.

    • Fixed an issue when importing old VFX asset in Unity6 using custom attribute with same name as built-in attribute.

    • Subgraph blocks now accept correct types of block based on their suitable context.

    • Fixed port's label was not be visible when node is collapsed.

    • Fixed an exception that could prevent opening a VFX in one specific case.

    • Fixed CustomRenderTexture could not be used in VFX Graph object fields.

    • Fixed reordering properties inside a category was not possible anymore. Also reordering a category could not work if there was properties at the root (with no category)

    • Fixed a small cursor offset when drawing a rectangle selection

    • This PR fix resolves minor issues related to VFX graph content sample package.

    • This PR fix resolves minor issues related to VFX graph content sample package.

    • This PR fix resolves minor issues related to VFX graph content sample package.

    • Fix emissive decal when using color attribute for emissive.

    • Fix NullReferenceExpection happening with disconnected output contexts.

    • Fix occasional crashes when modifying exposed properties when in paused play mode

    • Fixed VFX Graph template window was empty when the Terrain Tool package is installed

    [17.0.2] - 2024-04-02

    This version is compatible with Unity 6000.0.0b15.

    Changed

    • Improved compilation times with VFX Graph using Subgraphs.
    • Improved the performance of VFX.ProcessCommandList by skipping the use of a RenderingCommandBuffer.
    • Added selective VFX Graph buffers to lower the amount of buffer used in the shaders and increased platform reach.
    • The Construct Matrix can now select between row and column. Added the Split Matrix operator.

    Fixed

    • Instancing when gradient selection was based on a branch was wrong.
    • Fixed very very long system name could lead to freeze the Editor.
    • Removed SetDirty calls that triggered assertions in debug mode.
    • Switch property binder from ExecuteInEditMode in ExecuteAlways.
    • Fixed a PCache exporter issue to insure color in linear space.
    • Fixed shadows being cast by Mesh Output when "cast shadows" was disabled (URP only).
    • Fixed an issue where multithreaded camera expression were not allowed.
    • Fixed a build failure on HDRP Linux using Sphere Output.
    • Fixed missing particles with strip systems using instancing.
    • Fixed some sanitation failures with new merged Position and Collision blocks.
    • Unexpected material listing in animation window.
    • Disable MeshToSDFBaker shaders on GLES3 to avoid warnings.
    • Fixed incompatibility issue with HLSL 2021.
    • Fixed an exception that could be raised when deleting all graph nodes in some specific cases.
    • Fixed normal handling of odd-negative scales.
    • Fixed an issue by cleaning data and upgraded VFX assets to prevent unwanted warnings in the console.
    • Fixed Screen Space Size block in Shader Graph outputs.
    • Fixed an editor crash when deleting objects (textures, meshes) that are used by active VFX graph.
    • Fixed an issue that reduced FloatField to a height of 1px.
    • Added tooltips to the VFX Control panel.
    • Fixed an issue where VFX graph rendered the wrong mesh when using different exposed meshes with instancing enabled.
    • When trying to connect incompatible types, the error popup was left over if the action was canceled with Escape key
    • Fixed an issue that caused missing recompilation triggers that occurred when changing some operator settings
    • Fixed an issue that caused an unexpected long enter in Play mode, and removed timeout exception.
    • Removed the eye dropper from Node Search details panel.
    • Fixed activation slot was hidden when a block was collapsed
    • Removed multiple unexpected constraints on CustomHLSL functions
    • Fix Construct Matrix operator serialization issue
    • Correctly handle includes in CustomHLSL operator
    • Initial Position Oriented Box with zero scale is restored.
    • Position On Signed Distance field was failing to compile without direction.

    [17.0.1] - 2023-12-21

    This version is compatible with Unity 2023.3.0b2.

    Changed

    • Improved and optimized both undo and redo.
    • Improved AddComponent performance for VFX by precaching script pointers in common case operation.
    • Improved the collision system so it is more stable, robust, and energy conservative.
    • Improved Position, Collision, and Kill blocks.
    • Improved error feedback and added more error feedback.

    Fixed

    • The behavior of the VFX graph toolbar button to open the template window has slightly changed
    • Fixed unexpected inspector in case of Sprite Custom/Lit/Unlit.
    • Fixed decal normal map handling of non-uniform scale.
    • Fixed an issue where spawner callbacks were only working on the first instance of an instanced effect
    • Understeministic skin mesh sampling when previous and current were fetch within the same VFX
    • Updated of curve & gradient were missing when edited directly in VFX View Window.
    • Fixed undoing port value change that did not restore correct value.
    • Fixed undo/redo did not work anymore with selection.
    • Fixed property not visible in blackboard with creating using ALT+Drag shortcut.
    • Improved error feedback message when a shader graph is missing and no path is found.
    • Fixed an issue where the old style dropdown in Add, Divide (and many others) style had not been updated to new design.
    • Fixed custom attribute broke compilation if name was starting with a capital letter.
    • Fixed shader compilation error when using a Custom HLSL node.
    • Avoid names which doesn't fit in node search window.
    • Logical operators And (logical) and And (Bitwise) could be mixed up in the node search window when search for "and" (same for Or operator).
    • Blackboard menu entries are better human readable.
    • Fixed issue with null value in slots preventing it to be changed.
    • Fixed error feedback context menu could not be displayed anymore.
    • Fixed RenderTexture could not be used anymore in VFXGraph.
    • We could not change the selected gizmo for nodes with multiple gizmos (for instance: Set Position Sequential Line).
    • VFX Graph: Fixed gizmo overlay's drop down was cut at the bottom.
    • Unexpected JSON error while using ShaderGraph.
    • ShaderGraph keyword are now correctly supported in VFX Graph Output.
    • Fixed space conversion error when copy-pasting a system.
    • Trigger over distance now takes into account change in position (not just velocity).
    • Visual Effects back in Scene FX window.
    • Fixed strip output could not be created anymore.
    • Indeterminate state object fields were hidden instead of greyed out.
    • Fixed copy/paste a parameter node was also duplicating the parameter itself.
    • Fixed editor freeze when selecting all properties/custom attributes from the blackboard
    • Custom HLSL used in ShaderGraph Output
    • Sample of Camera Buffer isn't available in compute passes
    • Remove warning from VFX init for strips (GetParticleIndex)
    • Fixed unexpected warning message in the console
    • Fixed node search window could not be opened through the context menu

    [17.0.0] - 2023-09-26

    This version is compatible with Unity 2023.3.0a8.

    Fixed

    • Fixed an issue where the "materials" and "sharedMaterials" properties returned all materials instead of returning only the active materials.
    • Fixed an issue where an event at frame zero in Timeline were not handled correctly.
    • Fixed an issue with the wrong size used for updates in strips with immortal particles.
    • Fixed Six-way Shader Graph sub target when using more than one SRP in a project.
    • Unexpected generated shader with invalid ShaderGraph.
    • Keep the built-in templates category always visible when there's no user defined category.
    • Template items could have uneven width when the left panel is too small.
    • The template item hit box was slightly bigger than its visual representation, now it perfectly match.
    • The right panel (details panel) could be resize to as small as zero width, leading to messy layout. Now it has a minimum width of 200px (like the left panel).
    • Fixed a performance issue with parameters gizmos.
    • Fixed missing gizmo for Position exposed property
    • Fixed error log raised by VFX analytics while building a project.
    • Fixed unexpected behavior while switching to AfterPostProcess with ShaderGraph.
    • Fixed gizmo overlay's drop down was cut at the bottom

    [16.0.3] - 2023-07-04

    This version is compatible with Unity 2023.3.0a1.

    Fixed

    • Initialize VFX material indices to make all materials valid if used on Awake
    • Fix HDRP Decal Output when system is in world space
    • Fixed nested curly braces not supported in custom hlsl code
    • Fix VFX camera command culling failling when all effects are out of frustum

    [16.0.2] - 2023-06-28

    This version is compatible with Unity 2023.2.0a22.

    Fixed

    • Fixed a loss of Material Settings when switching between two SRP.
    • Fixed error when trying to open a VFX asset without using an SRP. Note that this does not make VFX Graph supported on BiRP.
    • Fixed a case where more than one No Asset window could be opened.
    • Fixed the unexpected listing of a Scene object in the object picker from VFX Graph.
    • Fixed immortal particles so they work properly when instancing is enabled.
    • Fixed an exception while removing a clip event in the Timeline Inspector window.
    • Fixed flickering and glitches when using Volumetric Fog Output on Metal devices.
    • Removed lock capabilities while editing material stored in VisualEffectAsset.
    • Fixes ray tracing shader passes when using Shader Graph and Ray Tracing
    • Fix crash when changing to custom batch capacity in computers with large GPU memory
    • Prevent unexpected border highlight after clicking on VFX toolbar button
    • Fixed several small issues related to the new VFX Template window
    • Crash when converting to subgraph block
    • Exception while convert to subgraph with Range of Parameter
    • Subgraph creation doesn't keep activation slots link
    • Crash while sampling combined or deleted mesh with SampleMesh

    [16.0.1] - 2023-05-23

    This version is compatible with Unity 2023.2.0a17.

    Changed

    • Optimized VFX.Update per component overhead.
    • Enabled VFX systems receiving GPU events to now enter sleep state.

    Fixed

    • Fixed the broken documentation link for VFX Graph nodes (when documentation is available).
    • Fixed Motion Vector so it is now correct when transform isn't changed every frame.
    • Improved error feedback in case of missing reference in custom spawner.
    • Removed Loop And Delay block listing in favor of Spawn Context Settings (which can be accessed through the Inspector).
    • Fixed shader errors when building with sphere or cube outputs.
    • Fixed shader graph with VFX compatibility were not reimported if imported before VFX package is installed.
    • Fixed a crash when logging an error messages for unexpected buffers.
    • Fixed Opacity Channel "Metallic Map Blue" for VFX URP Decals.
    • Fixed an unexpected asset database error while importing VFX and ShaderGraph dependency.
    • Fixed the wrong evaluation of time in VFX Control Track while using Playables API.
    • Enabled the lighting debug to provide the ambient occlusion contribution on Unlit.
    • Enabled integrating the debug view for VertexDensity and QuadOverdraw.
    • Fixed data serialization that could lead to corrupted state.
    • Fixed a memory leak in the Unity Editor with VFX Graph objects.
    • Fix OutputUpdate warnings about spaces after end of line
    • Removed an error message when a point cache asset is missing, and replaced it with error feedback.
    • Fixed flickering with Volumetric Fog Output.
    • Fix strips tangents and buffer type with Shader Graph
    • Fix potential infinite loop when opening VFX Graph due to space issue

    [16.0.0] - 2023-03-22

    This version is compatible with Unity 2023.2.0a9.

    Changed

    • Reduced the import cost of VFX Graph objects, especially when importing many objects at once.

    Fixed

    • Added extra memory to allow external threads to steal VFX update jobs.
    • Fixed the range not being applied in the UI when setting up a value out of the allowed range.
    • Fixed minor issues with Cube and Sphere particle outputs.
    • Fixed a crash when loading a subscene with VFX in DOTS.
    • Enabled correct generation of the interpolator modifiers for packed structure in HDRP Shader Graph.
    • Enabled minimizing the generated interpolator count with VFX Shader Graph to improve its performance and avoid reaching the limit.
    • Fixed mesh LOD flickering when using TAA.
    • Fixed mismatching LOD between eyes in multi-pass VR.
    • Restored missing tooltips.
    • Re-enabled Volumetric Test in XR.
    • Fixed the Dispose() method of MeshToSDFBaker leading to memory leaks
    • Fixed an unexpected motion vector when adding precompute velocity that was enabled in Shader Graph.
    • Fixed unexpected per frame garbage while using Timeline.
    • Fixed a crash when removing VFXRenderer from a disabled GameObject.
    • Enabled the exposure weight slider to be hidden when a shadergraph was assigned to an output context.
    • Fixed an error in the console when clicking on the [+] button in the blackboard in the "No Asset" window.
    • Fixed errors in the console when undoing changes from gizmo in some specific conditions.
    • Fixed panning and zooming a VFX Graph was synchronized between all opened tabs. Also when multiple VFX Graph tabs are opened they are now properly restored after Unity is restarted.
    • Enabled the option to filter out DXR and META passes from SG generated shaders.
    • Forced positive color values in the graph UI.
    • Fixed incorrect MotionVectors when using multiple camera or multi pass stereo.
    • Fixed incorrect MotionVectors in XR with Stereo Instancing.
    • Enabled taking user's preference for the Search Window mode into account for object fields in VFX Graph (classic / advanced).
    • Enabled hiding Sorting mode and Revert sorting when the blend mode is set to Opaque.
    • Enabled hiding the log message asking to check the asset for version control in an empty VFX window, when resetting Editor Layout.
    • Enabled keeping the bottom margin on blocks when collapsed.

    [15.0.3] - 2022-12-02

    This version is compatible with Unity 2023.2.0a1.

    Fixed

    • Fixed wrong particle count if read before first readback.
    • Fixed subgraph edition causing error An infinite import loop has been detected. while saving.
    • Enabled renamed blackboard categories that have been duplicated to stay on screen.
    • Removed blackboard category with only spaces in the name.
    • Fixed the VFX compute shader so it now compiles when the name of a custom attribute contains a space.
    • Fixed a rare issue with VFXCullResults.
    • Fixed the play / pause button in the VFX Graph control panel so it now switches the icon depending on the current state.
    • Removed exception when more than 5 flow inputs are exposed in subgraph.
    • Fixed an issue with the out of range exception on GPU when multiple spawn context are plugged to the same initialize system.
    • Prevented overflow on baked curve and gradient.
    • Enabled easier usage of the toggle Support VFX Graph instead to avoid confusing creation of VFX Target.
    • Fixed a crash when drag & dropping a VFX on another VFX with a circular dependency.

    [15.0.2] - 2022-11-04

    This version is compatible with Unity 2023.1.0a23.

    Changed

    • Reduced the time taken by VFXGraph.CheckCompilationVersion that would previously potentially query all assets on every domain reload.

    Fixed

    • Fixed position where VFX are created when VFX asset is dragged to Scene View.
    • Fixed an issue where the output mesh with default shader was incorrectly sorted before the HDRP fog by Replacing default mesh output shader to be SRP compatible.
    • Fixed an unexpected compilation failure with URP Lit Output.
    • Fixed an issue to avoid unnessary allocations in the SDF Baker by using Mesh Buffer API.
    • Fixed an issue that the VFX Graph documentation link was always pointing to the latest LTS version instead of current package version.
    • Fixed an issue that read alive from source attribute was always returning true.
    • Fixed single pass stereo rendering issue with SG integration due to uncorrectly setup instanceID.
    • Fixed an issue that VisualEffect spawned behind the camera were always updated until visible and culled.
    • Fixed Bounds helper compilation error.
    • Forbid drag and drop of material from project browser to VFX component in scene.
    • Fixed compilation time increase due to DXR passes.
    • Fixed unexpected unrecognized identifier 'GraphValues' while using SG.
    • Fixed an issue that values modified in spawner or init context automatically trigger a reinit of the attached VFX component.
    • Fixed compilation error when using sorting in World space.
    • Fixed an issue that vertex Color was black while using new shader graph integration on planar primitive output.
    • Enabled specifying the maximum point count in Attribute from Map blocks.
    • Fixed exceptions for SystemNames when leaving play mode if a new system had been added without saving.
    • Added a Visual Effect Graph to a scene that did not take the default parent into account.
    • Improved dragging and dropping of blocks when you want to change their order or move them to another context.
    • Re-enabled multithreaded VFX Update on console platforms.
    • Fixed build errors with VFX-DXR.
    • Fixed the Preserve Specular Lighting mode on non-Shader Graph lit outputs.
    • Updated non-deterministic test in VFX_HDRP: InstancingBatch.
    • Fixed issues with light probes and instancing.
    • Fixed compilation errors with large graphs.
    • Fixed unpredictable behavior in spawners using instancing with more than one instance.
    • Fixed an exception while using Unlit ShaderGraph with VFX.
    • Fixed internal issue with Editor test and inspector rendering.
    • Improved shader input properties synchronization with VFX Graph output context when the shader is deleted or set to None.
    • Fixed some VFX Graphs that were not compiled until the asset was opened.
    • Fixed VFX Graph so that when a ShaderGraph exposed property is renamed, and the shader graph is saved, the corresponding VFXGraph output context property is now renamed properly.
    • Fixed undo so it now works with shader property in the Mesh Output context.
    • Fixed ShaderGraph so that changes are now saved in the Mesh Output shader property when saving.
    • Updated non-deterministic InstancingBatch test in VFX_URP.
    • Removed unexpected GC.Alloc while accessing to state.vfxEventAttribute in VFXSpawnerCallbacks.
    • Fixed the Property Binder so it now takes the space property into account.

    [15.0.1] - 2022-08-04

    This version is compatible with Unity 2023.1.0a19.

    Changed

    • Reduced time taken by code generation when a VFX asset is imported.

    Fixed

    • Fixed an issue when motion vector is applied on line using targetOffset, the VFXLoadParameter was missing.
    • Fixed NRE when the Vector2 is configured as a range, it was preventing Decal output context creation.
    • Fixed and unexpected lossy scale evaluation issue on GPU verses CPU where it's correct.
    • Fixed an issue where Position ArcSphere was failing with BlendDirection.
    • Fixed an isse where the mirrored curve presets to match Shuriken curve editor was missing.
    • Fixed an issue were Alpha Clipping have unexpected behavior in editor when used in MaterialOverride with SG integration, .
    • Error thrown when entering a subgraph that is already opened.
    • Unexpected memory allocation in inspector preview when interacting with mouse while in pause.
    • Make collision with SDF more robust to bad inputs.
    • Fixed an issue where VFX shadows were rendering when VFX was disabled in Scene View visibility menu.

    [15.0.0] - 2022-06-13

    This version is compatible with Unity 2023.1.0a6.

    Changed

    • Sticky notes are no longer lost when you convert to block subgraph.
    • Made the input property label colors consistent.

    Fixed

    • Fixed unexpected assert when capacity is really high.
    • Fixed delayed property changes so they apply when you save.
    • Fixed resetting of needsComputeBounds.
    • Fixed so that output order changes in the inspector take effect even if the asset is not opened in VFX Graph editor.
    • Fixed the timeline behavior when wrapmode is set to loop in director.
    • Unexpected lossy scale evaluation on GPU.
    • Fixed an issue with Motion Vector target offset with Line Output.
    • Fixed an issue that caused an unexpected compilation failure with URP Lit Output.
    • Fixed an unexpected memory allocation in inspector preview when interacting with mouse while in pause.
    • Stop rendering VFX shadows when VFX are disabled in Scene View visibility menu.
    • Updated non-deterministic test: InstancingBatch.
    • Fixed robustness issues with Collision with SDF.
    • Exceptions about SystemNames were raised when leaving play mode if a new system had been added without saving.
    • Fixed crash when loading a subscene with VFX in DOTS
    • Added a Visual Effect Graph to the scene did not take the default parent into account.

    [14.0.3] - 2021-05-09

    Added

    • New Timeline Integration which supports scrubbing.
    • Samples project github link button in package manager.

    Changed

    • Fixed the OutputParticle context inspector content so it doesn't shift vertically when you resize the inspector panel.
    • Fixed so that the context name isn't lost when you convert to a different type.
    • Added a missing range slider for the blend property to the custom attribute blend block.
    • Fixed so the space property is carried over when copying/pasting a VFX property.

    Fixed

    • Fixed possible NaNs in Vortex Subgraph node.
    • Improved node position when you create a node by dragging an edge.
    • Fixed an exception when setting when changing the space of a shape to world.
    • Displayed context labels in the inspector with all outputs.
    • Made the shader graph exposed properties order consistent with the shader graph blackboard in the Output Particle blocks.
    • Fixed Picking and Selection passes.
    • Reduced GC.Allocs in the SceneViewGUICallback.
    • HDRP Decals are not in experimental.
    • Fixed Motion vectors in XR.
    • Fixed Undo/Redo with Prefabs.
    • Fixed node input type so it doesn't change when you insert a new node on an edge.
    • Fixed so that when you duplicate Event Array elements, it creates linked instances of the elements.
    • Fixed the mixing of Vector4 & Color with SampleGraphicsBuffer within the same graph.
    • Fixed material inspector so it displays in outputs with shader graph.
    • Fixed a crash in DX12 that potentially affected other platforms when the GPU events systems had an incorrect order.
    • The VFX Graph gizmo can't be manipulated.
    • The VFX asset preview isn't animated by default anymore to save CPU usage.

    [14.0.2] - 2021-02-04

    Version Updated The version number for this package has increased due to a version update of a related graphics package.

    [14.0.1] - 2021-12-07

    Fixed

    • Creating a new VFX of the same name as an already opened VFX will reuse the existing window Case 1382841
    • Incorrect behavior of Tangent Space in ShaderGraph Case 1363279
    • ShaderGraph made with new VFX SG integration where not listed when searching for a shader graph output Case 1379523
    • Enable/disable state of VFX blocks and operators are preserved after copy/paste
    • Blackboard "Add" button for output could be hidden when the panel is too small (https://issuetracker.unity3d.com/product/unity/issues/guid/1389927/)
    • Forbid pasting a subgraph in the same subgraph Case 1364480
    • VFX Subgraph operator and block windows now have dedicated icons
    • Some operators were missing in node search window (gradient for instance)
    • Allows for attribute-less systems. Case 1341789
    • Editing the values in the graph did not impact the system in real-time after saving Case 1371089
    • Fixed null reference exception when opening another VFX and a debug mode is enabled Case 1347420
    • Sticky note title keeps the selected font sizewhen being edited
    • Collision with zero scale lead to undefined behavior Case 1381562
    • Fixed GPU event particle init after restarting VisualEffect Case 1378335
    • No more exception raised when selecting all nodes with CTRL+A and then deleting them
    • Particle Strip without lifetime do not die when Alive is set to false. Case 1376278
    • Resize custom operator (multiply, add...) to the minimum size when changing input types
    • Show opened VFX asset in inspector when clicking in a void area and unselect node when VFX graph loose focus
    • Disabled text inputs were unreadable Case 1387237
    • Folder named with a ".vfx" extension could lead to an error on macOS case 1385206

    [14.0.0] - 2021-11-17

    Fixed

    • Gradient field doesn't support HDR values Case 1381867
    • Allows for attribute-less systems. Case 1341789
    • Editing the values in the graph did not impact the system in real-time after saving Case 1371089
    • Fixed null reference exception when opening another VFX and a debug mode is enabled Case 1347420

    [13.1.2] - 2021-11-05

    Fixed

    • Removed extra nodes in Ribbon template. Case 1355602

    [13.1.1] - 2021-10-04

    Added

    • Multiple VFX graphs can be opened at the same time

    Changed

    • Search window now lists more nodes variants and they are organized by attribute first instead of operation

    Fixed

    • Compilation error while using not exposed texture in ShaderGraph Case 1367167
    • Texture picker lists only textures with expected dimensions (2D, 3D, Cubemap)
    • Fix SDF Baker fail on PS4 & PS5 Case 1351595
    • Particles were rendered pink with some debug modes Case 1342276
    • Removed bool from the built-in list of blittable types for GraphicsBuffer Case 1351830
    • Extract position from a transform is wrong on GPU Case 1353533
    • Fix potentially invalid value for pixel dimensions in HDRPCameraBinder
    • Exposed Camera property fails to upgrade and is converted to a float type Case 1357685
    • Unexpected possible connection between GPUEvent and Spawn context Case 1362739
    • Fixed Collision with Depth when using a physical camera. Case 1344733
    • Fix bounds helper tool (automatic systems culling, world bounds computation, ...)

    [13.1.0] - 2021-09-24

    Fixed

    • Rename "Material Offset" to "Sorting Priority" in output render state settings Case 1365257

    [13.0.0] - 2021-09-01

    Added

    • New options to select how to sort particles in the Output Context.

    Fixed

    • Prevent vector truncation error in HDRP Decal template
    • Fix potential infinite compilation when using subgraphs Case 1346576
    • Prevent out of sync serialization of VFX assets that could cause the asset to be dirtied without reason
    • Fix undetermitism in space with LocalToWorld and WorldToLocal operators Case 1355820
    • Unexpected compilation error while modifying ShaderGraph exposed properties Case 1361601
    • Compilation issue while using new SG integration and SampleTexture/SampleMesh Case 1359391
    • Added a missing paste option in the context menu for VFX contexts. Also the paste options is now disabled when uneffective
    • Prevent VFX Graph compilation each time a property's min/max value is changed
    • Prevent vfx re-compilation in some cases when a value has not changed
    • Eye dropper in the color fields kept updating after pressing the Esc key
    • Automatically offset contexts when a new node is inserted to avoid overlapping

    [12.0.0] - 2021-01-11

    Added

    • Added support for Texture2D Arrays in Flipbooks
    • Added new setting in "Preferences -> Visual Effects" to control the fallback behavior of camera buffers from MainCamera node when the main camera is not rendered.
    • Sample vertices of a transformed skinned mesh with Position (Skinned Mesh) and Sample Skinned Mesh operator.
    • Placement option (Vertex, Edge, Surface) in Sample Mesh & Skinned Mesh, allows triangle sampling.
    • Material Offset setting in inspector of the rendered outputs.
    • Restore "Exact Fixed Time Step" option on VisualEffectAsset.
    • Support 2D Renderer in URP for Unlit.
    • New tool to help set VFX Bounds
    • New tool : Signed Distance Field baker.
    • Provide explicit access to spawnCount in graph
    • Support of direct link event to initialize context (which support several event within the same frame)
    • Structured Graphics Buffer support as exposed type
    • Added HDRP Decal output context.
    • Motion vectors enabled for particle strips
    • Added Is Inside subgraph into VFX Graph additions package
    • The VFX editor automatically attach to the current selection if the selected gameobject uses the currently edited VFX asset
    • Two new buttons are available in the editor's tool bar. One will display a popup panel to handle attachement and one to lock/unlock the current attachement
    • Improved toolbar design: added icons, removed labels and grouped commands into dropdown menus

    Changed

    • Allow remaking an existing link.
    • Sphere and Cube outputs are now experimental
    • Property Binder : Handle Remove Component removing linked hidden scriptable objectfields
    • Property Binder : Prevent multiple VFXPropertyBinder within the same game object
    • Transform integrated to VFXTypes : Circle, ArcCircle, Sphere, ArcSphere, Torus, ArcTorus, Cone, ArcCone

    Fixed

    • VFXEventBinderBase throwing a null reference exception in runtime
    • Unexpected compilation warning in VFXMouseBinder Case 1313003
    • Prevent creation of subgraph containing only partial systems Case 1284053
    • Prevent pasting context within operator/block subgraph Case 1235269
    • VFXEventBinderBase throwing a null reference exception in runtime
    • Fix CameraFade for shadow maps Case 1294073
    • Modified Sign operator node output for float when input is 0.0f Case 1299922
    • An existing link can be remade.
    • Use alphabetical order in type list in blackboard "+" button Case 1304109
    • Consistently displays the Age Particles checkbox in Update context Case 1221557
    • Fix compute culling compilation in URP Case 1309174
    • pCache: Unexpected ditable field in Mesh Statistics, Save & Cancel pCache, error trying to access not readable texture Case 1122417
    • Handle correctly locked VisualEffectAsset with version control system Case 1261051
    • Artefact in VFXView using efficient debug mode in component target board Case 1243947
    • Sample Mesh Color when value is stored as float.
    • Compilation error due to direct access to GetWorldToObjectMatrix instead of VFXGetWorldToObjectMatrix Case 1308481
    • Prevent infinite compilation loop Case 1298466
    • Remove some useless compilation triggers (modifying not connected or disabled nodes for instance)
    • Tidy up of platform abstraction code for random number generation, requires a dependency on com.unity.render-pipelines.core for those abstractions.
    • Fixed shader compilation errors with textures in shader graph Case 1309219
    • Fixed issue with VFX using incorrect buffer type for strip data
    • Safe Normalization of Cross Products in Orient blocks Case 1272724
    • Property Binder : Undo after reset Case 1293794
    • Property Binder : Allow copy/past from a game object to another
    • Deleting a context node and a block while both are selected throws a null ref exception. Case 315578
    • Target GameObject attach button does not allow attaching a valid VFX if the last selection was invalid. Case 1312178
    • Deleting flow edge between Init and Update throw an invalid opeation exception Case 1315593
    • Regression with some settings not always triggering a recompilation Case 1322844
    • Having more than five GPU Event output leads to "unexpected token 'if" at compilation Case 1323434
    • Deleted properties still show up in the inspector Case 1320952
    • Exception in VFXFilterWindow if search field is empty Case 1235269
    • Fixed null reference exception when exposing Camera type in VFX graph Case 1315582
    • Fixed VFX with output mesh being always reimported Case 1309753
    • Modified state in the VFX tab has now a correct state
    • Motion Vector map sampling for flipbooks were not using correct mips
    • Remove unexpected expression in spawn context evaluation Case 1318412
    • Fix unexpected Spawn context execution ordering
    • Fix incorrect buffer type for strips
    • Enabled an optimization for motion vectors, storing projected positions for vertices instead of the transform matrix
    • In the Gradient editor undo will now properly refresh the gradient preview (color swatches)
    • Eye dropper in the color fields kept updating after pressing the Esc key
    • Sticky notes can now be deleted through contextual manual menu
    • Blackboard fields can now be duplicated either with a shortcut (Ctrl+D) or with a contextual menu option
    • Properties labels do not overlap anymore
    • VFX Graph operators keep the same width when expanded or collpased so that the button does not change position
    • Fix Soft Particle depth computation when using an orthographic camera Case 1309961
    • When adding a new node/operator in the graph editor and using the search field, the search results are sorted in a smarter way
    • Unexpected operator and block removal during migration Case 1344645
    • Inspector group headers now have a better indentation and alignment
    • Zoom and warning icons were blurry in the "Play Controls" and "Visual Effect Model" scene overlays
    • Random crash using subgraph Case 1345426
    • Fixed Collision with Depth Buffer when using Orthographic camera Case 1309958
    • Fix culling of point output Case 1225764
    • Compilation issue when normal is used in shadergraph for opacity with unlit output
    • Fix Exception on trying to invert a degenerate TRS matrix Case 1307068
    • Fix IsFrontFace shader graph node for VFX.
    • Fix crash when loading SDF Baker settings holding a mesh prefab Case 1343898
    • Exception using gizmo on exposed properties Case 1340818
    • GPU hang on some initialize dispatch during dichotomy (platform specific)
    • Compilation error undeclared identifier 'Infinity' Case 1328592
    • Exposed Parameter placement can be moved after sanitize
    • Fix rendering artifacts on some mobile devices Case 1149057
    • Fix compilation failure on OpenGLES Case 1348666
    • Don't open an empty VFX Graph Editor when assigning a VFX Asset to a Visual Effect GameObject from the inspector Case 1347399
    • Visual Effect inspector input fields don't lose focus anymore while typing (Random seed)
    • Subgraph output properties tooltips were not easily editable when multiline

    [11.0.0] - 2020-10-21

    Added

    • Added new setting to output nodes to exclude from TAA
    • New Sample Point cache & Sample Attribute map operators

    Changed

    • Changed the "Edit" button so it becomes "New" when no asset is set on a Visual Effect component, in order to save a new visual effect graph asset.

    Fixed

    • Forbid incorrect link between incompatible context Case 1269756
    • Serialization issue with VFXSpawnerCallbacks
    • Unexpected exception while trying to display capacity warning Case 1294180
    • Exclude Operator, Context, Block and Subgraph from Preset Case 1232309
    • Fix Case 1212002
    • Fix Case 1223747
    • Fix Case 1290493
    • Incorrect path on Linux while targetting Android, IOS or WebGL Case 1279750

    [10.2.0] - 2020-10-19

    Added

    • Warning using Depth Collision on unsupported scriptable render pipeline.
    • Warning in renderer inspector using Light Probe Proxy Volume when this feature isn't available.
    • New operator : Sample Signed distance field
    • New Position on Signed Distance Field block
    • Added command to delete unuser parameters.
    • Harmonized position, direction and velocity composition modes for position (shape, sequential, depth) and Velocity from Direction & Speed blocks
    • New particle strip attribute in Initialize: spawnIndexInStrip
    • Added Get Strip Index subgraph utility operator in Additional Samples
    • Added Encompass (Point) subgraph utility operator in Additional Samples

    Fixed

    • "Create new VisualEffect Graph" creates a graph from the default template Case 1279999
    • Fix Case 1268977
    • Fix Case 1114281
    • Forbid creation of context in VisualEffectSubgraphBlock through edge dropping. No context should be allowed.
    • Fix Case 1199540
    • Fix Case 1219072
    • Fix Case 1211372
    • Fix Case 1262961
    • Fix Case 1268354
    • Fix VFX Graph window invalidating existing Undo.undoRedoPerformed delegates.
    • Fix for VisualEffect prefab override window Case 1242693
    • Fix Case 1281861
    • Unexpected exception while installing samples inside an URP project Case 1280065
    • Fix edited operator being collapsed Case 1270517
    • Filters out renderer priority on SRP which doesn't support this feature.
    • Fallback to builtIn rendering layer if srpAsset.renderingLayerMaskNames returns null.
    • Fix missing prepass in URP Case 1169487
    • Fix SubPixelAA block while rendering directly in backbuffer.
    • Property Binder : Incorrect Destroy called from edit mode. Case 1274790
    • Property Binder : Unexpected null reference exception while using terrain binder. Case 1247230
    • Property Binder : HierarchyRoot null reference exception while using Hierarchy to Attribute Map. Case 1274788
    • Property Binder : Properties window isn't always up to date. Case 1248711
    • Property Binder : Avoid Warning while building on Mobile "Presence of such handlers might impact performance on handheld devices." when building for Android" Case 1279471
    • Fixed case 1283315
    • Addressing for mirror and clamp modes in sequential operators and blocks
    • Incorrect volume spawning for Sphere & Circle with thickness absolute
    • Fix View Space Position is VFX Shadergraph Case 1285603
    • Fix Case 1268354
    • Fixed rare bug causing the vfx compilation to do nothing silently.
    • Fixed vfx compilation when a diffusion profile property is added to a vfx shadergraph
    • SpawnOverDistance spawner block now behaves correctly
    • Quad strip outputs take into account orientation block
    • Fixed Random Vector subgraph utility operator in Additional Samples
    • Fixed Set Strip Progress Attribute utility block in Additional Samples
    • Fix Case 1255182
    • Remove temporarily "Exact Fixed Time Step" option on VisualEffectAsset to avoid unexpected behavior
    • Disable implicit space transformations in sublock graphs as they led to unexpected behaviors

    [10.1.0] - 2020-10-12

    Added

    • Compare operator can take int and uint as inputs
    • New operator : Sample Signed distance field
    • New WorldToViewportPoint operator
    • New ViewportToWorldPoint operator
    • Added Output Event Handler API
    • Added Output Event Handler Samples
    • Added ExposedProperty custom Property Drawer
    • Error display within the graph.

    Fixed

    • Mesh Sampling incorrect with some GPU (use ByteAddressBuffer instead of Buffer)
    • Fix for node window staying when clicking elsewhere
    • Make VisualEffect created from the GameObject menu have unique names Case 1262989
    • Missing System Seed in new dynamic built-in operator.
    • Prefab highlight missing for initial event name toggle Case 1263012
    • Correctly frame the whole graph, when opening the Visual Effect Editor
    • Optimize display of inspector when there is a lot of exposed VFX properties.
    • fixes the user created vfx default resources that were ignored unless loaded
    • fix crash when creating a loop in subgraph operators Case 1251523
    • fix issue with multiselection and objectfields Case 1250378
    • Normals with non uniform scales are correctly computed Case 1246989
    • Fix exposed Texture2DArray and Cubemap types from shader graph not being taken into account in Output Mesh Case 1265221
    • Allow world position usage in shaderGraph plugged into an alpha/opacity output Case 1259511
    • GPU Evaluation of Construct Matrix
    • Random Per-Component on Set Attribute in Spawn Context Case 1279294
    • Fix corrupted UI in nodes due to corrupted point cache files Case 1232867
    • Fix InvalidCastException when using byte properties in point cache files Case 1276623
    • Fix https://issuetracker.unity3d.com/issues/ux-cant-drag-a-noodle-out-of-trigger-blocks
    • Fix Case 1114281
    • Fix shadows not being rendered to some cascades with directional lights Case 1229972
    • Fix VFX Graph window invalidating existing Undo.undoRedoPerformed delegates.
    • Fix shadergraph changes not reflected in VisualEffectGraph Case 1278469

    [10.0.0] - 2019-06-10

    Added

    • Tooltips for Attributes
    • Custom Inspector for Spawn context, delay settings are more user friendly.
    • Quick Expose Property : Holding Alt + Release Click in an Empty space while making property edges creates a new exposed property of corresponding type with current slot value.
    • Octagon & Triangle support for planar distortion output
    • Custom Z axis option for strip output
    • Custom Inspector for Update context, display update position/rotation instead of integration
    • Tooltips to blocks, nodes, contexts, and various menus and options
    • VFX asset compilation is done at import instead of when the asset is saved.
    • New operators: Exp, Log and LoadTexture
    • Duplicate with edges.
    • Right click on edge to create a interstitial node.
    • New quad distortion output for particle strips
    • New attribute for strips: particleCountInStrip
    • New options for quad strips texture mapping: swap UV and custom mapping
    • Naming for particles system and spawn context
    • Noise evaluation now performed on CPU when possible
    • Range and Min attributes support on int and uint parameters
    • New Construct Matrix from Vector4 operator
    • Allow filtering enums in VFXModels' VFXSettings.
    • Sample vertices of a mesh with the Position (Mesh) block and the Sample Mesh operator
    • New built-in operator providing new times access
    • More efficient update modes inspector
    • Ability to read attribute in spawn context through graph
    • Added save button to save only the current visual effect graph.
    • Added Degrees / Radians conversion subgraphs in samples
    • uint parameter can be seen as an enum.
    • New TransformVector4 operator
    • New GetTextureDimensions operator
    • Output Event context for scripting API event retrieval.
    • per-particle GPU Frustum culling
    • Compute culling of particle which have their alive attribute set to false in output
    • Mesh and lit mesh outputs can now have up to 4 differents meshes that can be set per Particle (Experimental)
    • Screen space per particle LOD on mesh and lit mesh outputs (Experimental)

    Fixed

    • Moved VFX Event Tester Window visibility to Component Play Controls SceneView Window
    • Universal Render Pipeline : Fog integration for Exponential mode Case 1177594
    • Correct VFXSettings display in Shader Graph compatible outputs
    • No more NullReference on sub-outputs after domain reload
    • Fix typo in strip tangent computation
    • Infinite recompilation using subgraph Case 1186191
    • Modifying a shader used by an output mesh context now automatically updates the currently edited VFX
    • Possible loss of shadergraph reference in unlit output
    • ui : toolbar item wrap instead of overlapping.
    • Selection Pass for Universal and High Definition Render Pipeline
    • Copy/Paste not deserializing correctly for Particle Strip data
    • WorldPosition, AbsoluteWorldPosition & ScreenPos in shadergraph integration
    • Optimize VFXAssetEditor when externalize is activated
    • TransformVector|Position|Direction & DistanceToSphere|Plane|Line have now spaceable outputs
    • Filter out motion vector output for lower resolution & after post-process render passes Case 1192932
    • Sort compute on metal failing with BitonicSort128 Case 1126095
    • Fix alpha clipping with shader graph
    • Fix output settings correctly filtered dependeing on shader graph use or not
    • Fix some cases were normal/tangent were not passes as interpolants with shader graph
    • Make normals/tangents work in unlit output with shader graph
    • Fix shader interpolants with shader graph and particle strips
    • SpawnIndex attribute is now working correctly in Initialize context
    • Remove useless VFXLibrary clears that caused pop-up menu to take long opening times
    • Make sure the subgraph is added to the graph when we set the setting. Fix exception on Convert To Subgraph.
    • Subgraph operators appear on drag edge on graph.
    • Sample Scene Color & Scene Depth from Shader Graph Integration using High Definition and Universal Render Pipeline
    • Removed Unnecessary reference to HDRP Runtime Assembly in VFX Runtime Assembly
    • Allow alpha clipping of motion vector for transparent outputs Case 1192930
    • subgraph block into subgraph context no longer forget parameter values.
    • Fix exception when compiling an asset with a turbulence block in absolute mode
    • Fixed GetCustomAttribute that was locked to Current
    • Shader compilation now works when using view direction in shader graph
    • Fix for destroying selected component corrupt "Play Controls" window
    • Depth Position and Collision blocks now work correctly in local space systems
    • Filter out Direction type on inconsistent operator Case 1201681
    • Exclude MouseEvent, RigidBodyCollision, TriggerEvent & Sphere binders when physics modules isn't available
    • Visual Effect Activation Track : Handle empty string in ExposedProperty
    • in some cases AABox position gizmo would not move when dragged.
    • Inspector doesn't trigger any exception if VisualEffectAsset comes from an Asset Bundle Case 1203616
    • OnStop Event to the start of a Spawn Context makes it also trigger when OnPlay is sent Case 1198339
    • Remove unexpected public API : UnityEditor.VFX.VFXSeedMode & IncrementStripIndexOnStart
    • Fix yamato error : check vfx manager on domain reload instead of vfx import.
    • Filter out unrelevant events from event desc while compiling
    • Missing Packing.hlsl include while using an unlit shadergraph.
    • Fix for nesting of VFXSubgraphContexts.
    • Runtime compilation now compiles correctly when constant folding several texture ports that reference the same texture Case 1193602
    • Fix compilation error in runtime mode when Speed Range is 0 in Attribute By Speed block Case 1118665
    • NullReferenceException while assigning a null pCache Case 1222491
    • Add message in inspector for unreachable properties due to VisualEffectAsset stored in AssetBundle Case 1193602
    • pCache importer and exporter tool was keeping a lock on texture or pCache files Case 1185677
    • Convert inline to exposed property / Quick expose property sets correct default value in parent
    • Age particles checkbox was incorrectly hidden Case 1221557
    • Fix various bugs in Position (Cone) block [Case 1111053] (https://issuetracker.unity3d.com/product/unity/issues/guid/1111053/)
    • Handle correctly direction, position & vector types in AppendVector operator Case 1111867
    • Fix space issues with blocks and operators taking a camera as input
    • Generated shaderName are now consistent with displayed system names
    • Remove some shader warnings
    • Fixed Sample Flipbook Texture File Names
    • Don't lose SRP output specific data when SRP package is not present
    • Fix visual effect graph when a subgraph or shader graph dependency changes
    • Support of flag settings in model inspector
    • height of initial event name.
    • fix colorfield height.
    • fix for capacity change for locked asset.
    • fix null value not beeing assignable to slot.
    • Prevent capacity from being 0 Case 1233044
    • Fix for dragged parameters order when there are categories
    • Avoid NullReferenceException in Previous Position Binder" component. Case 1242351
    • Don't show the blocks window when context cant have blocks
    • Prevent from creating a context in VisualEffectSugraphOperator by draggingfrom an output slot.
    • Avoid NullReferenceException when VisualEffectAsset is null if VFXPropertyBinder Case 1219061
    • Missing Reset function in VFXPropertyBinder Case 1219063
    • Fix issue with strips outputs that could cause too many vertices to be renderered
    • SpawnIndex attribute returns correct value in update and outputs contexts
    • Disable Reset option in context menu for all VFXObject Case 1251519 & Case 1251533
    • Avoid other NullReferenceException using property binders
    • Fix culture issues when generating attributes defines in shaders Case 1222819
    • Move the VFXPropertyBinder from Update to LateUpdate Case 1254340
    • Properties in blackboard are now exposed by default
    • Dissociated Colors for bool, uint and int
    • De-nicified attribute name (conserve case) in Set Custom Attribute title
    • Changed the default "No Asset" message when opening the visual effect graph window
    • Subgraphs are not in hardcoded categories anymore : updated default subgraph templates + Samples to add meaningful categories.
    • Fix creation of StringPropertyRM
    • Enum fields having headers show the header in the inspector as well.
    • Handle correctly disabled alphaTreshold material slot in shaderGraph.

    [7.1.1] - 2019-09-05

    Added

    • Moved High Definition templates and includes to com.unity.render-pipelines.high-definition package
    • Navigation commands for subgraph.
    • Allow choosing the place to save vfx subgraph.
    • Particle strips for trails and ribbons. (Experimental)
    • Shadergraph integration into vfx. (Experimental)

    Fixed

    • Using struct as subgraph parameters.
    • Objectproperty not consuming delete key.
    • Converting a subgraph operator inside a subgraph operator with outputs.
    • Selecting a GameObject with a VFX Property Binder spams exception.
    • Wrong motion vector while modifying local matrix of a VisualEffect.
    • Convert output settings copy.
    • Fixed some outputs failing to compile when used with certain UV Modes [Case 1126200] (https://issuetracker.unity3d.com/issues/output-some-outputs-fail-to-compile-when-used-with-certain-uv-modes)
    • Removed Gradient Mapping Mode from some outputs type where it was irrelevant [Case 1164045]
    • Soft Particles work with Distortion outputs [Case 1167426] (https://issuetracker.unity3d.com/issues/output-soft-particles-do-not-work-with-distortion-outputs)
    • category rename rect.
    • copy settings while converting an output
    • toolbar toggle appearing light with light skin.
    • multiselection of gradient in visual effect graph
    • clipped "reseed" in visual effect editor
    • Unlit outputs are no longer pre-exposed by default in HDRP
    • Augmented generated HLSL floatN precision [Case 1177730] (https://issuetracker.unity3d.com/issues/vfx-graph-7x7-flipbook-particles-flash-and-dont-animate-correctly-in-play-mode-or-in-edit-mode-with-vfx-graph-closed)
    • Spherical coordinates to Rectangular (Cartesians) coordinates node input: angles are now expressed in radians
    • Turbulence noise updated: noise type and frequency can be specified [Case 1141282] (https://issuetracker.unity3d.com/issues/vfx-particles-flicker-when-blend-mode-is-set-to-alpha-turbulence-block-is-enabled-and-there-is-more-than-50000-particles)
    • Color and Depth camera buffer access in HDRP now use Texture2DArray instead of Texture2D
    • Output Mesh with shader graph now works as expected

    [7.0.1] - 2019-07-25

    Added

    • Add Position depth operator along with TransformVector4 and LoadTexture2D expressions.

    Fixed

    • Inherit attribute block appears three times Case 1166905
    • Unexpected exception : Trying to modify space on a not spaceable slot error when adding collision or conform blocks Case 1163442

    [7.0.0] - 2019-07-17

    Added

    • Make multiselection work in a way that do not assume that the same parameter will have the same index in the property sheet.
    • auto recompile when changing shaderpath
    • auto recompile new vfx
    • better detection of default shader path
    • Bitfield control.
    • Initial Event Name inspector for visual effect asset and component
    • Subgraphs
    • Move HDRP outputs to HDRP package + expose HDRP queue selection
    • Add exposure weight control for HDRP outputs
    • Shader macros for XR single-pass instancing
    • XR single-pass instancing support for indirect draws
    • Inverse trigonometric operators (atan, atan2, asin, acos)
    • Replaced Orient : Fixed rotation with new option Orient : Advanced
    • Loop & Delay integrated to the spawn system
    • Motion Vector support for PlanarPrimitive & Mesh outputs

    Fixed

    • Handle a possible exception (ReflectionTypeLoadException) while using VFXParameterBinderEditor
    • Renamed Parameter Binders to Property Binders. (This will cause breaking serialization for these PropertyBinders : VFXAudioSpectrumBinder, VFXInputMouseBinder, VFXInputMouseBinder, VFXInputTouchBinder, VFXInputTouchBinder, VFXRaycastBinder, VFXTerrainBinder, VFXUIDropdownBinder, VFXUISliderBinder, VFXUIToggleBinder)
    • Renamed Namespace UnityEngine.Experimental.VFX.Utility to UnityEngine.VFX.Utility
    • Fix normal bending factor computation for primitive outputs
    • Automatic template path detection based on SRP in now working correctly

    [6.7.0-preview] - 2019-05-16

    Added

    • Distortion Outputs (Quad / Mesh)
    • Color mapping mode for unlit outputs (Textured/Gradient Mapped)
    • Add Triangle and Octagon primitives for particle outputs
    • Set Attribute is now spaceable on a specific set of attributes (position, velocity, axis...)
    • Trigger : GPUEvent Rate (Over time or Distance)

    Fixed

    • Fix shader compilation error with debug views
    • Improve AA line rendering
    • Fix screen space size block
    • Crash chaining two spawners each other Case 1135299
    • Inspector : Exposed parameters disregard the initial value Case 1126471
    • Asset name now displayed in compile errors and output context shaders
    • Fix for linking spawner to spawner while first spawner is linked to initialize + test
    • Fix space of spaceable slot not copy pasted + test
    • Position (Circle) does not take the Center Z value into account Case 1146850
    • Add Exposure Weight for emissive in lit outputs

    [6.6.0-preview] - 2019-04-01

    Added

    • Addressing mode for Sequential blocks
    • Invert transform available on GPU
    • Add automatic depth buffer reference for main camera (for position and collision blocks)
    • Total Time for PreWarm in Visual Effect Asset inspector
    • Support for unlit output with LWRP
    • Add Terrain Parameter Binder + Terrain Type
    • Add UI Parameter Binders : Slider, Toggle
    • Add Input Parameter Binders : Axis, Button, Key, Mouse, Touch
    • Add Other Parameter Binders : Previous Position, Hierarchy Attribute Map, Multi-Position, Enabled

    Fixed

    • Undo Redo while changing space
    • Type declaration was unmodifiable due to exception during space intialization
    • Fix unexpected issue when plugging per particle data into hash of per component fixed random
    • Missing asset reimport when exception has been thrown during graph compilation
    • Fix exception when using a Oriented Box Volume node Case 1110419
    • Add missing blend value slot in Inherit Source Attribute blocks Case 1120568
    • Visual Effect Inspector Cosmetic Improvements
    • Missing graph invalidation in VFXGraph.OnEnable, was causing trouble with value invalidation until next recompilation
    • Issue that remove the edge when dragging an edge from slot to the same slot.
    • Exception when undoing an edge deletion on a dynamic operator.
    • Exception regarding undo/redo when dragging a edge linked to a dynamic operator on another slot.
    • Exception while removing a sub-slot of a dynamic operator

    [6.5.0-preview] - 2019-03-07

    [6.4.0-preview] - 2019-02-21

    [6.3.0-preview] - 2019-02-18

    [6.2.0-preview] - 2019-02-15

    Changed

    • Code refactor: all macros with ARGS have been swapped with macros with PARAM. This is because the ARGS macros were incorrectly named

    Fixed

    • Better Handling of Null or Missing Parameter Binders (Editor + Runtime)
    • Fixes in VFX Raycast Binder
    • Fixes in VFX Parameter Binder Editor

    [6.1.0-preview] - 2019-02-13

    [6.0.0-preview] - 2019-02-23

    Added

    • Add spawnTime & spawnCount operator
    • Add seed slot to constant random mode of Attribute from curve and map
    • Add customizable function in VariantProvider to replace the default cartesian product
    • Add Inverse Lerp node
    • Expose light probes parameters in VisualEffect inspector

    Fixed

    • Some fixes in noise library
    • Some fixes in the Visual Effect inspector
    • Visual Effects menu is now in the right place
    • Remove some D3D11, metal and C# warnings
    • Fix in sequential line to include the end point
    • Fix a bug with attributes in Attribute from curve
    • Fix source attributes not being taken into account for attribute storage
    • Fix legacy render path shader compilation issues
    • Small fixes in Parameter Binder editor
    • Fix fog on decals
    • Saturate alpha component in outputs
    • Fixed scaleY in ConnectTarget
    • Incorrect toggle rectangle in VisualEffect inspector
    • Shader compilation with SimpleLit and debug display

    [5.2.0-preview] - 2018-11-27

    Added

    • Prewarm mechanism

    Fixed

    • Handle data loss of overriden parameters better

    Optimized

    • Improved iteration times by not compiling initial shader variant

    [4.3.0-preview] - 2018-11-23

    Initial release

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