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CHANGELOG.md

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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.

[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)
  • 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 and ColorParameter to Vector2, Vector3 and Vector4.
  • 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.