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CHANGELOG.md

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Changelog

[0.1.0]

Breaking changes

  • Upgraded to Unity 2019. Dropped support for Unity 2018.
  • Removed dynamicBatching from Render Pipeline Asset. Configure dynamic batching in Project Settings/Player/Others Settings instead.

Added

  • Added indirect lighting modifier.
  • Added support for Camera.current.
  • Added support for OnRenderObject callback.

Changed

  • Improved cone tracing direction selection.
  • Removed cone tracing bias.
  • Removed redundant matrix multiplication in voxelization step.
  • Improved voxel visibility function.

Fixed

  • 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.

[0.0.1]

Added

  • 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 all CameraEvent using AddCommandBuffer.
    • Any OnPreRender or OnPreCull or OnPostRender methods defined on the camera.
    • Any Camera.onPreRender or Camera.onPreCull or Camera.onPostRender delegates assigned.
  • Trigger command buffers attached to CameraEvent. OnPreRender, OnPreCull and OnPostRender messages are sent as well.
  • Add Box filter to mipmap generator. resolutionPlusOne is now replaced with mipmapFilterMode in VXGI 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.
  • Add resolutionPlusOne to VXGI 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).
  • 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.

Changed

  • Refactor VXGI renderer.
    • Mipmap visualization logic is separated into VXGIMipmapDebug script. This script now only renders mipmap volume in Game View.
  • 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.

Deprecated

  • Deprecate Voxel-based Shader/Basic shader.

Fixed

  • 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.