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.
- 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.
- Compilation issue with Unity 2019.1.
- Screen-space reflection memory leak.
- 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.
- 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.
- Update assembly definitions to output assemblies that match Unity naming convention (Unity.*).
- 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.
- Improved volume texture blending.
Depth
debug mode can now display linear depth instead of the raw platform depth.
- Post-processing wasn't working on Unity 2018.3.
- Bloom now comes with a
Clamp
parameter to limit the amount of bloom that comes with ultra-bright pixels.
- 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.
- 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.
- More XR/Switch related fixes.
- 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.
- Contribution slider for the LDR Lut.
- Support for proper render target load/store actions on mobile (2018.2).
- 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.
- Disabled debug compute shaders on OpenGL ES3 to avoid crashes on a lot of Android devices.
NullReferenceException
while mixing volumes and global volumes. (#498)
- Improved performances when blending between identical textures.
This is the first release of PostProcessing.