Skip to content

Latest commit

 

History

History
120 lines (88 loc) · 4.62 KB

CHANGELOG.md

File metadata and controls

120 lines (88 loc) · 4.62 KB

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.

[2.0.14-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.

[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.