# Changelog All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). ## [2.3.0] - 2020-01-10 ### Fixed - Fix for XR multipass and legacy built-in renderer (case 1197855, 1152584) - Optimized type lookup on domain reload in the editor (case 1203325) - Fixed a serialization issue causing an assertion on resources (case 1202441) ## [2.2.2] - 2019-11-18 ### Fixed - Fixed deprecated XR API usage. ## [2.2.1] - 2019-11-07 ### Fixed - Fixed a compilation warning with Unity 2019.3 and 2020.1. ### Changed - Following a change in the compilation pipeline, this version is only compatible with Unity 2017.2 and up. ## [2.1.9] - 2019-10-24 ### Fixed - Shader compilation error on PS4 with Unity 2019.3. ## [2.1.8] - 2019-10-11 ### Added - Support for dynamic resolution. ### Fixed - Potential fp16 overflow in Depth of Field that could cause NaN on some platforms. - Error with Screen-space Reflections when HDR is disabled. - Internal "copy" materials were recreated on every frame after the asset bundle-related fix from 2.1.7. ## [2.1.7] - 2019-06-12 ### Added - Initial Stadia platform support. ### Fixed - Viewport handling wasn't working correctly when FXAA or SMAA were used with builtin pipelines. - Depth of Field could end up fully blurry depending on the project setup. - Reloading an asset bundle that has references to post-processing was broken. ### Changed - Warning for mobiles about using post-processing with non-fullscreen cameras. - Directly to Camera Target on the PostProcessLayer component is now disabled by default. - The framework now uses its own random number generator instead of the default Unity one. ## [2.1.6] - 2019-04-11 ### Fixed - Post-processing would crash if "Managed Stripping Level" was set to Medium or High. - Serialization warnings on build. - Removed unwanted garbage collection. ## [2.1.5] - 2019-03-25 ### Fixed - LDR Color grading in gamma mode no longer produces banding artifacts on Mali GPUs on OpenGL ES2. - Gamma mode no longer darken the screen with LWRP. ## [2.1.4] - 2019-02-27 ### Fixed - Shader compilation errors with OpenGL ES2 and Switch. - Proper viewport support on Builtin render pipelines. ## [2.1.3] - 2019-01-30 ### Fixed - Color grading would output negative values in some cases and break rendering on some platforms. - Custom effects with `allowInSceneView` set to `false` could make the scene view flicker to black. - R8_SRGB error in 2019.1 when Depth of Field and Temporal Anti-aliasing are enabled at the same time. - Auto-exposure compute shader on Metal/iOS. ## [2.1.2] - 2018-12-05 ### Fixed - Made the package manager happy. ## [2.1.1] - 2018-11-30 ### Fixed - Optimized volume texture blending. - Switch compilation issues with 2019.1+. ### Changed - Chromatic aberration is now forced to "fast mode" when running on GLES2.0 platforms due to compatibility issues. ## [2.1.0] - 2018-11-26 ### Changed - Minor version bump following the release of 2018.3 and verified compatibility with 2019.1. ## [2.0.20] - 2018-11-22 ### Fixed - Camera viewport wasn't working properly when outputting directly to the backbuffer. - More improvements to VR support. - Compatibility fixes for 2017.1 to 2017.4. - Post-processing wouldn't work when loaded from an asset bundle. - Compilation issue when Cinemachine is used with Post-processing. ### Changed - Scriptable Render Pipelines should now call `PostProcessLayer.UpdateVolumeSystem(Camera, CommandBuffer)` at the beginning of the frame. ## [2.0.17-preview] ### Fixed - First pass at improving VR support. - Assert on Invalid LDR Lookup Texture size; added a check in the inspector for the user. - Improved performance on Unity 2019.1+ by avoiding unnecessary blits if no other image effect is active. - Use new ASTC enums on unity 2019.1+. ## [2.0.16-preview] ### Fixed - Grain shader compilation errors on some mobile GPUs. - Compilation issue with Unity 2019.1+ due to an internal API change. ## [2.0.15-preview] ### Fixed - Warning on `[ShaderIncludePath]` in 2018.3+. ## [2.0.14-preview] ### Fixed - Bloom flicker in single-pass double-wide stereo rendering. - Right eye bloom offset in single-pass double-wide stereo rendering. - If any parent of PostProcessingVolume has non-identity scale the Gizmo is rendered incorrectly. - Cleanup error when going back'n'forth between Builtins & Scriptable pipelines. ### Changed - Use `ExecuteAlways` in 2018.3+ for better compatibility with "Prefab Mode". ## [2.0.13-preview] ### Fixed - Compilation issue with Unity 2019.1. - Screen-space reflection memory leak. ## [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](https://github.com/Unity-Technologies/PostProcessing/pull/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](https://github.com/Unity-Technologies/PostProcessing/pull/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](https://github.com/Unity-Technologies/PostProcessing/pull/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](https://github.com/Unity-Technologies/PostProcessing/issues/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](https://github.com/Unity-Technologies/PostProcessing/pull/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](https://github.com/Unity-Technologies/PostProcessing/issues/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](https://github.com/Unity-Technologies/PostProcessing/issues/498)) ### Changed - Improved performances when blending between identical textures. ## [2.0.2-preview] - 2018-03-07 This is the first release of *PostProcessing*.