346 lines
13 KiB
Markdown
346 lines
13 KiB
Markdown
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# Changelog
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All notable changes to this package will be documented in this file.
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The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
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and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
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## [3.4.0] - 2023-12-11
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### Added
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- Added WebGPU support
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### Fixed
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- Fixed obsolete FormatUsage error
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- Fixed non-scalar logical operation error
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- Fixed MSVO to support platforms with limited storage texture support
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- Fixed compute based effects not supported on WebGL and Android OpenGL (IN-2999)
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- Fixed grid gizmo is visible through geometry when Post Process Layer is enabled (IN-10318)
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- Fixed transparent objects rendering incorrectly when TAA is disabled (IN-31494)
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## [3.3.0] - 2023-05-11
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### Fixed
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- Fixed some post effects not scaling correctly when dynamic resolution is enabled on a camera's target texture (case 1166603)
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- Fixed obsolete API call GetScriptingDefineSymbolsForGroup
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- Remove support for OpenGL ES 2.0 in Unity 2023.1 or newer
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## [3.2.2] - 2022-04-05
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### Fixed
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- Fixed FXAA artefact when trying to preserve alpha channel output.
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- Fixed MSVO aliasing artifact by using a z-Bias parameter. (case 1375337)
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## [3.2.1] - 2022-01-12
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### Fixed
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- Fixed missing XR warnings for XR non-friendly effects when using XR plugins (case 1328062)
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- Fixed rendering artifacts when depth buffer is used after screen space reflections pass on iOS and M1 (case 1341052)
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- Fixed compilation error when built-in VR module is disabled (case 1389160)
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- Fixed bug where alpha could not be used with HDR on mobile (case 1387848). HDR texture format is now set from Graphics Tier Settings when using Unity 2019.3 or newer.
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- Fixed incorrect Screen-space Reflections rendering on OpenGL platforms (case 1368370)
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## [3.2.0] - 2021-11-15
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### Fixed
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- Catch thrown errors in `PostProcessEffectRenderer`, preventing resources allocation leaks and crash (case 1221972)
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- Fixed error thrown when changing post process layer right after creation or before destruction.
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- Fix FXAA when render-target has no alpha channel (case 1344618) (case 1351502)
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## [3.1.1] - 2021-03-08
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### Fixed
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- Fix for broken MSVO on desktop platforms.
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- Fix for compilation issue with BuildTarget error on XboxOne platform.
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## [3.1.0] - 2021-03-02
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### Added
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- Support for the PlayStation 5 platform has been added.
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- Support for the XboxSeries platform has been added.
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### Fixed
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- Fix for issue thrown upon unloading a scene from an AssetBundle (case 1262826)
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- Fix for MSVO when used with dynamic resolution reallocating temporary render targets whenever the dynamic resolution scale was changed which could cause a higher peak VRAM usage and fragmentation (Case 1285605). Temporary targets will now use dynamic scaling as well to solve this. Please note there is a bug in Unity that breaks this fix (case 1285577) To make use of dynamic resolution and MSVO please use Unity 2019.4.19f1, 2020.2.2f1, 2021.1.0a9 or later.
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- Fix for compilation error in the FinalPass shader with GLES2/WebGL1 (case 1311160)
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- Fix for MSVO errors on unsupported Android platforms (case 1316915)
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## [3.0.3] - 2021-02-19
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- bump version to 3.0.3 to not conflict with unrelease 3.0.2
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## [3.0.2] - 2020-12-08
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### Fixed
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- Fix FXAA when running on render-targets without alpha channel: force using green channel as luminance
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### Changed
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- ResetProjection isn't being called anymore if Temporal Anti-aliasing isn't enabled, allowing the use of custom projection matrices.
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## [3.0.1] - 2020-10-15
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### Fixed
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- Fix for a compilation error in the Depth of Field shader on Linux.
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## [3.0.0] - 2020-10-13
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### Fixed
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- Fix for VR Single Pass Instancing (SPI) not working with the built-in renderers. Only effects that currently support SPI for use with SRP will work correctly (so AO for example will not work with SPI even with this fix) (case 1187257)
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- Fix for shader compilation errors when importing the 3D+Extras template (case 1234411)
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- Fix Duplicated RenderTextures when using MultiScaleVO on Xbox (case 1235888)
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- Fix for the rendering being broken when an SRP is in use and its asset comes from quality settings instead of graphics settings.
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- Fix for burger buttons on volume components being misaligned on 2019.3+ (case 1238461)
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- Fix for depth buffer being discarded when using deferred fog with Vulkan (case 1271512)
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- Fix for compilation errors when the built-in VR package is disabled (case 1266931)
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- Fix for Temporal Anti-Aliasing produces artifacts on the edges of objects when using VR (case 1167219)
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- Fix for blurry image when using the Post Process Layer in single-pass VR (case 1173697)
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- Fix for ambient occlusion is misaligned when using single pass rendering VR mode (case 1217583)
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### Changed
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- Motion Blur and Lens Distortion are disabled only when rendering with stereo cameras instead of having VR enabled in the project.
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- Minimum Unity version for this version has been bumped to 2018.4.
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## [2.3.0] - 2020-01-10
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### Fixed
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- Fix for XR multipass and legacy built-in renderer (case 1197855, 1152584)
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- Optimized type lookup on domain reload in the editor (case 1203325)
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- Fixed a serialization issue causing an assertion on resources (case 1202441)
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## [2.2.2] - 2019-11-18
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### Fixed
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- Fixed deprecated XR API usage.
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## [2.2.1] - 2019-11-07
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### Fixed
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- Fixed a compilation warning with Unity 2019.3 and 2020.1.
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### Changed
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- Following a change in the compilation pipeline, this version is only compatible with Unity 2017.2 and up.
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## [2.1.9] - 2019-10-24
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### Fixed
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- Shader compilation error on PS4 with Unity 2019.3.
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## [2.1.8] - 2019-10-11
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### Added
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- Support for dynamic resolution.
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### Fixed
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- Potential fp16 overflow in Depth of Field that could cause NaN on some platforms.
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- Error with Screen-space Reflections when HDR is disabled.
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- Internal "copy" materials were recreated on every frame after the asset bundle-related fix from 2.1.7.
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## [2.1.7] - 2019-06-12
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### Added
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- Initial Stadia platform support.
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### Fixed
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- Viewport handling wasn't working correctly when FXAA or SMAA were used with builtin pipelines.
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- Depth of Field could end up fully blurry depending on the project setup.
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- Reloading an asset bundle that has references to post-processing was broken.
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### Changed
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- Warning for mobiles about using post-processing with non-fullscreen cameras.
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- Directly to Camera Target on the PostProcessLayer component is now disabled by default.
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- The framework now uses its own random number generator instead of the default Unity one.
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## [2.1.6] - 2019-04-11
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### Fixed
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- Post-processing would crash if "Managed Stripping Level" was set to Medium or High.
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- Serialization warnings on build.
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- Removed unwanted garbage collection.
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## [2.1.5] - 2019-03-25
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### Fixed
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- LDR Color grading in gamma mode no longer produces banding artifacts on Mali GPUs on OpenGL ES2.
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- Gamma mode no longer darken the screen with LWRP.
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## [2.1.4] - 2019-02-27
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### Fixed
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- Shader compilation errors with OpenGL ES2 and other platforms.
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- Proper viewport support on Builtin render pipelines.
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## [2.1.3] - 2019-01-30
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### Fixed
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- Color grading would output negative values in some cases and break rendering on some platforms.
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- Custom effects with `allowInSceneView` set to `false` could make the scene view flicker to black.
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- R8_SRGB error in 2019.1 when Depth of Field and Temporal Anti-aliasing are enabled at the same time.
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- Auto-exposure compute shader on Metal/iOS.
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## [2.1.2] - 2018-12-05
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### Fixed
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- Made the package manager happy.
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## [2.1.1] - 2018-11-30
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### Fixed
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- Optimized volume texture blending.
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- Compilation issues with 2019.1+ on some platforms.
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### Changed
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- Chromatic aberration is now forced to "fast mode" when running on GLES2.0 platforms due to compatibility issues.
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## [2.1.0] - 2018-11-26
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### Changed
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- Minor version bump following the release of 2018.3 and verified compatibility with 2019.1.
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## [2.0.20] - 2018-11-22
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### Fixed
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- Camera viewport wasn't working properly when outputting directly to the backbuffer.
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- More improvements to VR support.
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- Compatibility fixes for 2017.1 to 2017.4.
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- Post-processing wouldn't work when loaded from an asset bundle.
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- Compilation issue when Cinemachine is used with Post-processing.
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### Changed
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- Scriptable Render Pipelines should now call `PostProcessLayer.UpdateVolumeSystem(Camera, CommandBuffer)` at the beginning of the frame.
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## [2.0.17-preview] - 2018-11-06
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### Fixed
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- First pass at improving VR support.
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- Assert on Invalid LDR Lookup Texture size; added a check in the inspector for the user.
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- Improved performance on Unity 2019.1+ by avoiding unnecessary blits if no other image effect is active.
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- Use new ASTC enums on unity 2019.1+.
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## [2.0.16-preview] - 2018-10-23
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### Fixed
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- Grain shader compilation errors on some mobile GPUs.
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- Compilation issue with Unity 2019.1+ due to an internal API change.
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## [2.0.15-preview] - 2018-10-12
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### Fixed
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- Warning on `[ShaderIncludePath]` in 2018.3+.
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## [2.0.14-preview] - 2018-10-05
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### Fixed
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- Bloom flicker in single-pass double-wide stereo rendering.
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- Right eye bloom offset in single-pass double-wide stereo rendering.
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- If any parent of PostProcessingVolume has non-identity scale the Gizmo is rendered incorrectly.
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- Cleanup error when going back'n'forth between Builtins & Scriptable pipelines.
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### Changed
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- Use `ExecuteAlways` in 2018.3+ for better compatibility with "Prefab Mode".
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## [2.0.13-preview] - 2018-09-14
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### Fixed
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- Compilation issue with Unity 2019.1.
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- Screen-space reflection memory leak.
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## [2.0.12-preview] - 2018-09-07
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### Fixed
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- Ambient Occlusion could distort the screen on Android/Vulkan.
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- Warning about SettingsProvider in 2018.3.
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- Fixed issue with physical camera mode not working with post-processing.
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- Fixed thread group warning message on Metal and Intel Iris.
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- Fixed compatibility with versions pre-2018.2.
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## [2.0.10-preview] - 2018-07-24
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### Fixed
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- Better handling of volumes in nested-prefabs.
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- The Multi-scale volumetric obscurance effect wasn't properly releasing some of its temporary targets.
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- N3DS deprecation warnings in 2018.3.
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## [2.0.9-preview] - 2018-07-16
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### Changed
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- Update assembly definitions to output assemblies that match Unity naming convention (Unity.*).
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## [2.0.8-preview] - 2018-07-06
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### Fixed
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- Post-processing is now working with VR SRP in PC.
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- Crash on Vulkan when blending 3D textures.
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- `RuntimeUtilities.DestroyVolume()` works as expected now.
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- Excessive CPU usage on PS4 due to a badly initialized render texture.
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### Changed
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- Improved volume texture blending.
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### Added
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- `Depth` debug mode can now display linear depth instead of the raw platform depth.
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## [2.0.7-preview] - 2018-05-31
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### Fixed
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- Post-processing wasn't working on Unity 2018.3.
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### Added
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- Bloom now comes with a `Clamp` parameter to limit the amount of bloom that comes with ultra-bright pixels.
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## [2.0.6-preview] - 2018-05-24
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### Fixed
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- On large scenes, the first object you'd add to a profile could throw a `NullReferenceException`. ([#530](https://github.com/Unity-Technologies/PostProcessing/pull/530))
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- Dithering now works correctly in dark areas when working in Gamma mode.
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- Colored grain wasn't colored when `POSTFX_DEBUG_STATIC_GRAIN` was set.
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- No more warning in the console when `POSTFX_DEBUG_STATIC_GRAIN` is set.
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### Changed
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- Minor scripting API improvements. ([#530](https://github.com/Unity-Technologies/PostProcessing/pull/530))
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- More implicit casts for `VectorXParameter` and `ColorParameter` to `Vector2`, `Vector3` and `Vector4`.
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- Script-instantiated profiles in volumes are now properly supported in the inspector. ([#530](https://github.com/Unity-Technologies/PostProcessing/pull/530))
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- Improved volume UI & styling.
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## [2.0.5-preview] - 2018-04-20
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### Fixed
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- More XR/platform-specific related fixes.
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## [2.0.4-preview] - 2018-04-19
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### Fixed
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- Temporal Anti-aliasing creating NaN values in some cases. ([#337](https://github.com/Unity-Technologies/PostProcessing/issues/337))
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- Auto-exposure has been fixed to work the same way it did before the full-compute port.
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- XR compilation errors specific-platforms (2018.2).
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- `ArgumentNullException` when attempting to get a property sheet for a null shader. ([#515](https://github.com/Unity-Technologies/PostProcessing/pull/515))
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- Stop NaN Propagation not working for opaque-only effects.
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- HDR color grading had a slight color temperature offset.
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- PSVita compatibility.
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- Tizen warning on 2018.2.
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- Errors in the console when toggling lighting on/off in the scene view when working in Deferred.
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- Debug monitors now work properly with HDRP.
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### Added
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- Contribution slider for the LDR Lut.
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- Support for proper render target load/store actions on mobile (2018.2).
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### Changed
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- Slightly improved speed & quality of Temporal Anti-aliasing.
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- Improved volume texture blending.
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- Improved support for LDR Luts of sizes other than 1024x32. ([#507](https://github.com/Unity-Technologies/PostProcessing/issues/507))
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- Bloom's `Fast Mode` has been made faster.
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- Depth of Field focus is now independent from the screen resolution.
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- The number of variants for some shaders has been reduced to improve first-build speed. The biggest one, Uber, is down to 576 variants.
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## [2.0.3-preview] - 2018-03-13
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### Fixed
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- Disabled debug compute shaders on OpenGL ES3 to avoid crashes on a lot of Android devices.
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- `NullReferenceException` while mixing volumes and global volumes. ([#498](https://github.com/Unity-Technologies/PostProcessing/issues/498))
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### Changed
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- Improved performances when blending between identical textures.
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## [2.0.2-preview] - 2018-03-07
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This is the first release of *PostProcessing*.
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