8.6 KiB
8.6 KiB
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.
[2.3.0] - 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 tofalse
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) - 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
andColorParameter
toVector2
,Vector3
andVector4
. - 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.