- Upgraded to Unity 2019. Dropped support for Unity 2018.
- Removed
dynamicBatching
from Render Pipeline Asset. Configure dynamic batching inProject Settings/Player/Others Settings
instead.
- Added indirect lighting modifier.
- Added support for
Camera.current
. - Added support for
OnRenderObject
callback.
- Improved cone tracing direction selection.
- Removed cone tracing bias.
- Removed redundant matrix multiplication in voxelization step.
- Improved voxel visibility function.
- Fixed the gizmos being drawn in Game View.
- Fixed camera stacking.
- Fixed freezing when starting editor.
- Fixed camera clear flags not handled properly in fallback rendering.
- Add backers list to README.
- Add icon for gizmos and scripts.
- Trigger callbacks associated with the following camera events:
- Any
CommandBuffer
attached to a few but not allCameraEvent
usingAddCommandBuffer
. - Any
OnPreRender
orOnPreCull
orOnPostRender
methods defined on the camera. - Any
Camera.onPreRender
orCamera.onPreCull
orCamera.onPostRender
delegates assigned.
- Any
- Trigger command buffers attached to
CameraEvent
.OnPreRender
,OnPreCull
andOnPostRender
messages are sent as well. - Add
Box
filter to mipmap generator.resolutionPlusOne
is now replaced withmipmapFilterMode
inVXGI
script.- If using
Box
filter (faster), voxel resolution will be 2n. - If using
Gaussian3x3x3
filter (faster), voxel resolution will be 2n+1 (recommended). - If using
Gaussian4x4x4
filter (slower), voxel resolution will be 2n.
- If using
- Add
resolutionPlusOne
toVXGI
script.- When
true
, voxel resolution will be 2n+1. Mipmap filter will use 3x3x3 Gaussian Kernel (faster). - When
false
, voxel resolution will be 2n. Mipmap filter will use 4x4x4 Gaussian Kernel (slower).
- When
- Add angle-based falloff for spot light.
- Add
VXGI/Particles/Standard Unlit
shader. - Add CHANGELOG.
- Complete the light injections.
- Add support for spot light.
- Fully support directional light.
- The
sun
property is removed from VXGI script, as the number of directional lights in a scene is not limited to one anymore. - Lighting range is now affected by the
range
property on light source.
- Add support for post-processing stack.
- Add a default material and a default shader to the render pipeline.
- Implement nearest-depth filtering for copying textures of different dimensions.
- Add setting for Dynamic Batching.
- Add setting for Scriptable Render Pipeline Batching.
- Initial commit.
- Refactor VXGI renderer.
- Mipmap visualization logic is separated into
VXGIMipmapDebug
script. This script now only renders mipmap volume in Game View.
- Mipmap visualization logic is separated into
- Refactor and optimize mipmap filter to use
groupshared
memory in compute shader. This reduces as much as 40% in filter time. - Refactor profile sampling.
- Optimize and refactor
VoxelShader
. - Update README.
- Switch to built-in G-Buffer generator.
- Refactor code structures.
- Deprecate
Voxel-based Shader/Basic
shader.
- Fix render transparent forward pass without camera depth texture.
- Fix
PostProcessingDebug
not displaying debug overlay. - Fix mipmap level visualization.
- Fix light injection when throttling cone tracing.
- Fix light source injection.
- Fix inverted
GrabCopy
pass.