64 KiB
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.
[Unreleased]
Version Updated The version number for this package has increased due to a version update of a related graphics package.
[17.0.2] - 2024-04-02
This version is compatible with Unity 6000.0.0b15.
Changed
- Improved compilation times with VFX Graph using Subgraphs.
- Improved the performance of VFX.ProcessCommandList by skipping the use of a RenderingCommandBuffer.
- Added selective VFX Graph buffers to lower the amount of buffer used in the shaders and increased platform reach.
- The Construct Matrix can now select between row and column. Added the Split Matrix operator.
Fixed
- Instancing when gradient selection was based on a branch was wrong.
- Fixed very very long system name could lead to freeze the Editor.
- Removed SetDirty calls that triggered assertions in debug mode.
- Switch property binder from ExecuteInEditMode in ExecuteAlways.
- Fixed a PCache exporter issue to insure color in linear space.
- Fixed shadows being cast by Mesh Output when "cast shadows" was disabled (URP only).
- Fixed an issue where multithreaded camera expression were not allowed.
- Fixed a build failure on HDRP Linux using Sphere Output.
- Fixed missing particles with strip systems using instancing.
- Fixed some sanitation failures with new merged Position and Collision blocks.
- Unexpected material listing in animation window.
- Disable MeshToSDFBaker shaders on GLES3 to avoid warnings.
- Fixed incompatibility issue with HLSL 2021.
- Fixed an exception that could be raised when deleting all graph nodes in some specific cases.
- Fixed normal handling of odd-negative scales.
- Fixed an issue by cleaning data and upgraded VFX assets to prevent unwanted warnings in the console.
- Fixed Screen Space Size block in Shader Graph outputs.
- Fixed an editor crash when deleting objects (textures, meshes) that are used by active VFX graph.
- Fixed an issue that reduced FloatField to a height of 1px.
- Added tooltips to the VFX Control panel.
- Fixed an issue where VFX graph rendered the wrong mesh when using different exposed meshes with instancing enabled.
- When trying to connect incompatible types, the error popup was left over if the action was canceled with Escape key
- Fixed an issue that caused missing recompilation triggers that occurred when changing some operator settings
- Fixed an issue that caused an unexpected long enter in Play mode, and removed timeout exception.
- Removed the eye dropper from Node Search details panel.
- Fixed activation slot was hidden when a block was collapsed
- Removed multiple unexpected constraints on CustomHLSL functions
- Fix Construct Matrix operator serialization issue
- Correctly handle includes in CustomHLSL operator
- Initial Position Oriented Box with zero scale is restored.
- Position On Signed Distance field was failing to compile without direction.
[17.0.1] - 2023-12-21
This version is compatible with Unity 2023.3.0b2.
Changed
- Improved and optimized both undo and redo.
- Improved AddComponent performance for VFX by precaching script pointers in common case operation.
- Improved the collision system so it is more stable, robust, and energy conservative.
- Improved Position, Collision, and Kill blocks.
- Improved error feedback and added more error feedback.
Fixed
- The behavior of the VFX graph toolbar button to open the template window has slightly changed
- Fixed unexpected inspector in case of Sprite Custom/Lit/Unlit.
- Fixed decal normal map handling of non-uniform scale.
- Fixed an issue where spawner callbacks were only working on the first instance of an instanced effect
- Understeministic skin mesh sampling when previous and current were fetch within the same VFX
- Updated of curve & gradient were missing when edited directly in VFX View Window.
- Fixed undoing port value change that did not restore correct value.
- Fixed undo/redo did not work anymore with selection.
- Fixed property not visible in blackboard with creating using ALT+Drag shortcut.
- Improved error feedback message when a shader graph is missing and no path is found.
- Fixed an issue where the old style dropdown in Add, Divide (and many others) style had not been updated to new design.
- Fixed custom attribute broke compilation if name was starting with a capital letter.
- Fixed shader compilation error when using a Custom HLSL node.
- Avoid names which doesn't fit in node search window.
- Logical operators And (logical) and And (Bitwise) could be mixed up in the node search window when search for "and" (same for Or operator).
- Blackboard menu entries are better human readable.
- Fixed issue with null value in slots preventing it to be changed.
- Fixed error feedback context menu could not be displayed anymore.
- Fixed RenderTexture could not be used anymore in VFXGraph.
- We could not change the selected gizmo for nodes with multiple gizmos (for instance: Set Position Sequential Line).
- VFX Graph: Fixed gizmo overlay's drop down was cut at the bottom.
- Unexpected JSON error while using ShaderGraph.
- ShaderGraph keyword are now correctly supported in VFX Graph Output.
- Fixed space conversion error when copy-pasting a system.
- Trigger over distance now takes into account change in position (not just velocity).
- Visual Effects back in Scene FX window.
- Fixed strip output could not be created anymore.
- Indeterminate state object fields were hidden instead of greyed out.
- Fixed copy/paste a parameter node was also duplicating the parameter itself.
- Fixed editor freeze when selecting all properties/custom attributes from the blackboard
- Custom HLSL used in ShaderGraph Output
- Sample of Camera Buffer isn't available in compute passes
- Remove warning from VFX init for strips (GetParticleIndex)
- Fixed unexpected warning message in the console
- Fixed node search window could not be opened through the context menu
[17.0.0] - 2023-09-26
This version is compatible with Unity 2023.3.0a8.
Fixed
- Fixed an issue where the "materials" and "sharedMaterials" properties returned all materials instead of returning only the active materials.
- Fixed an issue where an event at frame zero in Timeline were not handled correctly.
- Fixed an issue with the wrong size used for updates in strips with immortal particles.
- Fixed Six-way Shader Graph sub target when using more than one SRP in a project.
- Unexpected generated shader with invalid ShaderGraph.
- Keep the built-in templates category always visible when there's no user defined category.
- Template items could have uneven width when the left panel is too small.
- The template item hit box was slightly bigger than its visual representation, now it perfectly match.
- The right panel (details panel) could be resize to as small as zero width, leading to messy layout. Now it has a minimum width of 200px (like the left panel).
- Fixed a performance issue with parameters gizmos.
- Fixed missing gizmo for Position exposed property
- Fixed error log raised by VFX analytics while building a project.
- Fixed unexpected behavior while switching to AfterPostProcess with ShaderGraph.
- Fixed gizmo overlay's drop down was cut at the bottom
[16.0.3] - 2023-07-04
This version is compatible with Unity 2023.3.0a1.
Fixed
- Initialize VFX material indices to make all materials valid if used on Awake
- Fix HDRP Decal Output when system is in world space
- Fixed nested curly braces not supported in custom hlsl code
- Fix VFX camera command culling failling when all effects are out of frustum
[16.0.2] - 2023-06-28
This version is compatible with Unity 2023.2.0a22.
Fixed
- Fixed a loss of Material Settings when switching between two SRP.
- Fixed error when trying to open a VFX asset without using an SRP. Note that this does not make VFX Graph supported on BiRP.
- Fixed a case where more than one No Asset window could be opened.
- Fixed the unexpected listing of a Scene object in the object picker from VFX Graph.
- Fixed immortal particles so they work properly when instancing is enabled.
- Fixed an exception while removing a clip event in the Timeline Inspector window.
- Fixed flickering and glitches when using Volumetric Fog Output on Metal devices.
- Removed lock capabilities while editing material stored in VisualEffectAsset.
- Fixes ray tracing shader passes when using Shader Graph and Ray Tracing
- Fix crash when changing to custom batch capacity in computers with large GPU memory
- Prevent unexpected border highlight after clicking on VFX toolbar button
- Fixed several small issues related to the new VFX Template window
- Crash when converting to subgraph block
- Exception while convert to subgraph with Range of Parameter
- Subgraph creation doesn't keep activation slots link
- Crash while sampling combined or deleted mesh with SampleMesh
[16.0.1] - 2023-05-23
This version is compatible with Unity 2023.2.0a17.
Changed
- Optimized
VFX.Update
per component overhead. - Enabled VFX systems receiving GPU events to now enter sleep state.
Fixed
- Fixed the broken documentation link for VFX Graph nodes (when documentation is available).
- Fixed Motion Vector so it is now correct when transform isn't changed every frame.
- Improved error feedback in case of missing reference in custom spawner.
- Removed Loop And Delay block listing in favor of Spawn Context Settings (which can be accessed through the Inspector).
- Fixed shader errors when building with sphere or cube outputs.
- Fixed shader graph with VFX compatibility were not reimported if imported before VFX package is installed.
- Fixed a crash when logging an error messages for unexpected buffers.
- Fixed Opacity Channel "Metallic Map Blue" for VFX URP Decals.
- Fixed an unexpected asset database error while importing VFX and ShaderGraph dependency.
- Fixed the wrong evaluation of time in VFX Control Track while using Playables API.
- Enabled the lighting debug to provide the ambient occlusion contribution on Unlit.
- Enabled integrating the debug view for VertexDensity and QuadOverdraw.
- Fixed data serialization that could lead to corrupted state.
- Fixed a memory leak in the Unity Editor with VFX Graph objects.
- Fix OutputUpdate warnings about spaces after end of line
- Removed an error message when a point cache asset is missing, and replaced it with error feedback.
- Fixed flickering with Volumetric Fog Output.
- Fix strips tangents and buffer type with Shader Graph
- Fix potential infinite loop when opening VFX Graph due to space issue
[16.0.0] - 2023-03-22
This version is compatible with Unity 2023.2.0a9.
Changed
- Reduced the import cost of VFX Graph objects, especially when importing many objects at once.
Fixed
- Added extra memory to allow external threads to steal VFX update jobs.
- Fixed the range not being applied in the UI when setting up a value out of the allowed range.
- Fixed minor issues with Cube and Sphere particle outputs.
- Fixed a crash when loading a subscene with VFX in DOTS.
- Enabled correct generation of the interpolator modifiers for packed structure in HDRP Shader Graph.
- Enabled minimizing the generated interpolator count with VFX Shader Graph to improve its performance and avoid reaching the limit.
- Fixed mesh LOD flickering when using TAA.
- Fixed mismatching LOD between eyes in multi-pass VR.
- Restored missing tooltips.
- Re-enabled Volumetric Test in XR.
- Fixed the
Dispose()
method ofMeshToSDFBaker
leading to memory leaks - Fixed an unexpected motion vector when adding precompute velocity that was enabled in Shader Graph.
- Fixed unexpected per frame garbage while using Timeline.
- Fixed a crash when removing VFXRenderer from a disabled GameObject.
- Enabled the exposure weight slider to be hidden when a shadergraph was assigned to an output context.
- Fixed an error in the console when clicking on the [+] button in the blackboard in the "No Asset" window.
- Fixed errors in the console when undoing changes from gizmo in some specific conditions.
- Fixed panning and zooming a VFX Graph was synchronized between all opened tabs. Also when multiple VFX Graph tabs are opened they are now properly restored after Unity is restarted.
- Enabled the option to filter out DXR and META passes from SG generated shaders.
- Forced positive color values in the graph UI.
- Fixed incorrect MotionVectors when using multiple camera or multi pass stereo.
- Fixed incorrect MotionVectors in XR with Stereo Instancing.
- Enabled taking user's preference for the Search Window mode into account for object fields in VFX Graph (classic / advanced).
- Enabled hiding Sorting mode and Revert sorting when the blend mode is set to Opaque.
- Enabled hiding the log message asking to check the asset for version control in an empty VFX window, when resetting Editor Layout.
- Enabled keeping the bottom margin on blocks when collapsed.
[15.0.3] - 2022-12-02
This version is compatible with Unity 2023.2.0a1.
Fixed
- Fixed wrong particle count if read before first readback.
- Fixed subgraph edition causing error An infinite import loop has been detected. while saving.
- Enabled renamed blackboard categories that have been duplicated to stay on screen.
- Removed blackboard category with only spaces in the name.
- Fixed the VFX compute shader so it now compiles when the name of a custom attribute contains a space.
- Fixed a rare issue with VFXCullResults.
- Fixed the play / pause button in the VFX Graph control panel so it now switches the icon depending on the current state.
- Removed exception when more than 5 flow inputs are exposed in subgraph.
- Fixed an issue with the out of range exception on GPU when multiple spawn context are plugged to the same initialize system.
- Prevented overflow on baked curve and gradient.
- Enabled easier usage of the toggle Support VFX Graph instead to avoid confusing creation of VFX Target.
- Fixed a crash when drag & dropping a VFX on another VFX with a circular dependency.
[15.0.2] - 2022-11-04
This version is compatible with Unity 2023.1.0a23.
Changed
- Reduced the time taken by VFXGraph.CheckCompilationVersion that would previously potentially query all assets on every domain reload.
Fixed
- Fixed position where VFX are created when VFX asset is dragged to Scene View.
- Fixed an issue where the output mesh with default shader was incorrectly sorted before the HDRP fog by Replacing default mesh output shader to be SRP compatible.
- Fixed an unexpected compilation failure with URP Lit Output.
- Fixed an issue to avoid unnessary allocations in the SDF Baker by using Mesh Buffer API.
- Fixed an issue that the VFX Graph documentation link was always pointing to the latest LTS version instead of current package version.
- Fixed an issue that read alive from source attribute was always returning true.
- Fixed single pass stereo rendering issue with SG integration due to uncorrectly setup instanceID.
- Fixed an issue that VisualEffect spawned behind the camera were always updated until visible and culled.
- Fixed Bounds helper compilation error.
- Forbid drag and drop of material from project browser to VFX component in scene.
- Fixed compilation time increase due to DXR passes.
- Fixed unexpected unrecognized identifier 'GraphValues' while using SG.
- Fixed an issue that values modified in spawner or init context automatically trigger a reinit of the attached VFX component.
- Fixed compilation error when using sorting in World space.
- Fixed an issue that vertex Color was black while using new shader graph integration on planar primitive output.
- Enabled specifying the maximum point count in Attribute from Map blocks.
- Fixed exceptions for SystemNames when leaving play mode if a new system had been added without saving.
- Added a Visual Effect Graph to a scene that did not take the default parent into account.
- Improved dragging and dropping of blocks when you want to change their order or move them to another context.
- Re-enabled multithreaded VFX Update on console platforms.
- Fixed build errors with VFX-DXR.
- Fixed the Preserve Specular Lighting mode on non-Shader Graph lit outputs.
- Updated non-deterministic test in VFX_HDRP: InstancingBatch.
- Fixed issues with light probes and instancing.
- Fixed compilation errors with large graphs.
- Fixed unpredictable behavior in spawners using instancing with more than one instance.
- Fixed an exception while using Unlit ShaderGraph with VFX.
- Fixed internal issue with Editor test and inspector rendering.
- Improved shader input properties synchronization with VFX Graph output context when the shader is deleted or set to None.
- Fixed some VFX Graphs that were not compiled until the asset was opened.
- Fixed VFX Graph so that when a ShaderGraph exposed property is renamed, and the shader graph is saved, the corresponding VFXGraph output context property is now renamed properly.
- Fixed undo so it now works with shader property in the Mesh Output context.
- Fixed ShaderGraph so that changes are now saved in the Mesh Output shader property when saving.
- Updated non-deterministic InstancingBatch test in VFX_URP.
- Removed unexpected GC.Alloc while accessing to
state.vfxEventAttribute
in VFXSpawnerCallbacks. - Fixed the Property Binder so it now takes the space property into account.
[15.0.1] - 2022-08-04
This version is compatible with Unity 2023.1.0a19.
Changed
- Reduced time taken by code generation when a VFX asset is imported.
Fixed
- Fixed an issue when motion vector is applied on line using
targetOffset
, the VFXLoadParameter was missing. - Fixed NRE when the Vector2 is configured as a range, it was preventing Decal output context creation.
- Fixed and unexpected lossy scale evaluation issue on GPU verses CPU where it's correct.
- Fixed an issue where Position ArcSphere was failing with BlendDirection.
- Fixed an isse where the mirrored curve presets to match Shuriken curve editor was missing.
- Fixed an issue were Alpha Clipping have unexpected behavior in editor when used in MaterialOverride with SG integration, .
- Error thrown when entering a subgraph that is already opened.
- Unexpected memory allocation in inspector preview when interacting with mouse while in pause.
- Make collision with SDF more robust to bad inputs.
- Fixed an issue where VFX shadows were rendering when VFX was disabled in Scene View visibility menu.
[15.0.0] - 2022-06-13
This version is compatible with Unity 2023.1.0a6.
Changed
- Sticky notes are no longer lost when you convert to block subgraph.
- Made the input property label colors consistent.
Fixed
- Fixed unexpected assert when capacity is really high.
- Fixed delayed property changes so they apply when you save.
- Fixed resetting of needsComputeBounds.
- Fixed so that output order changes in the inspector take effect even if the asset is not opened in VFX Graph editor.
- Fixed the timeline behavior when wrapmode is set to loop in director.
- Unexpected lossy scale evaluation on GPU.
- Fixed an issue with Motion Vector target offset with Line Output.
- Fixed an issue that caused an unexpected compilation failure with URP Lit Output.
- Fixed an unexpected memory allocation in inspector preview when interacting with mouse while in pause.
- Stop rendering VFX shadows when VFX are disabled in Scene View visibility menu.
- Updated non-deterministic test: InstancingBatch.
- Fixed robustness issues with Collision with SDF.
- Exceptions about SystemNames were raised when leaving play mode if a new system had been added without saving.
- Fixed crash when loading a subscene with VFX in DOTS
- Added a Visual Effect Graph to the scene did not take the default parent into account.
[14.0.3] - 2021-05-09
Added
- New Timeline Integration which supports scrubbing.
- Samples project github link button in package manager.
Changed
- Fixed the OutputParticle context inspector content so it doesn't shift vertically when you resize the inspector panel.
- Fixed so that the context name isn't lost when you convert to a different type.
- Added a missing range slider for the blend property to the custom attribute blend block.
- Fixed so the space property is carried over when copying/pasting a VFX property.
Fixed
- Fixed possible NaNs in Vortex Subgraph node.
- Improved node position when you create a node by dragging an edge.
- Fixed an exception when setting when changing the space of a shape to world.
- Displayed context labels in the inspector with all outputs.
- Made the shader graph exposed properties order consistent with the shader graph blackboard in the
Output Particle
blocks. - Fixed Picking and Selection passes.
- Reduced GC.Allocs in the SceneViewGUICallback.
- HDRP Decals are not in experimental.
- Fixed Motion vectors in XR.
- Fixed Undo/Redo with Prefabs.
- Fixed node input type so it doesn't change when you insert a new node on an edge.
- Fixed so that when you duplicate Event Array elements, it creates linked instances of the elements.
- Fixed the mixing of Vector4 & Color with SampleGraphicsBuffer within the same graph.
- Fixed material inspector so it displays in outputs with shader graph.
- Fixed a crash in DX12 that potentially affected other platforms when the GPU events systems had an incorrect order.
- The VFX Graph gizmo can't be manipulated.
- The VFX asset preview isn't animated by default anymore to save CPU usage.
[14.0.2] - 2021-02-04
Version Updated The version number for this package has increased due to a version update of a related graphics package.
[14.0.1] - 2021-12-07
Fixed
- Creating a new VFX of the same name as an already opened VFX will reuse the existing window Case 1382841
- Incorrect behavior of Tangent Space in ShaderGraph Case 1363279
- ShaderGraph made with new VFX SG integration where not listed when searching for a shader graph output Case 1379523
- Enable/disable state of VFX blocks and operators are preserved after copy/paste
- Blackboard "Add" button for output could be hidden when the panel is too small (https://issuetracker.unity3d.com/product/unity/issues/guid/1389927/)
- Forbid pasting a subgraph in the same subgraph Case 1364480
- VFX Subgraph operator and block windows now have dedicated icons
- Some operators were missing in node search window (gradient for instance)
- Allows for attribute-less systems. Case 1341789
- Editing the values in the graph did not impact the system in real-time after saving Case 1371089
- Fixed null reference exception when opening another VFX and a debug mode is enabled Case 1347420
- Sticky note title keeps the selected font sizewhen being edited
- Collision with zero scale lead to undefined behavior Case 1381562
- Fixed GPU event particle init after restarting VisualEffect Case 1378335
- No more exception raised when selecting all nodes with CTRL+A and then deleting them
- Particle Strip without lifetime do not die when Alive is set to false. Case 1376278
- Resize custom operator (multiply, add...) to the minimum size when changing input types
- Show opened VFX asset in inspector when clicking in a void area and unselect node when VFX graph loose focus
- Disabled text inputs were unreadable Case 1387237
- Folder named with a ".vfx" extension could lead to an error on macOS case 1385206
[14.0.0] - 2021-11-17
Fixed
- Gradient field doesn't support HDR values Case 1381867
- Allows for attribute-less systems. Case 1341789
- Editing the values in the graph did not impact the system in real-time after saving Case 1371089
- Fixed null reference exception when opening another VFX and a debug mode is enabled Case 1347420
[13.1.2] - 2021-11-05
Fixed
- Removed extra nodes in Ribbon template. Case 1355602
[13.1.1] - 2021-10-04
Added
- Multiple VFX graphs can be opened at the same time
Changed
- Search window now lists more nodes variants and they are organized by attribute first instead of operation
Fixed
- Compilation error while using not exposed texture in ShaderGraph Case 1367167
- Texture picker lists only textures with expected dimensions (2D, 3D, Cubemap)
- Fix SDF Baker fail on PS4 & PS5 Case 1351595
- Particles were rendered pink with some debug modes Case 1342276
- Removed bool from the built-in list of blittable types for GraphicsBuffer Case 1351830
- Extract position from a transform is wrong on GPU Case 1353533
- Fix potentially invalid value for pixel dimensions in HDRPCameraBinder
- Exposed Camera property fails to upgrade and is converted to a float type Case 1357685
- Unexpected possible connection between GPUEvent and Spawn context Case 1362739
- Fixed Collision with Depth when using a physical camera. Case 1344733
- Fix bounds helper tool (automatic systems culling, world bounds computation, ...)
[13.1.0] - 2021-09-24
Fixed
- Rename "Material Offset" to "Sorting Priority" in output render state settings Case 1365257
[13.0.0] - 2021-09-01
Added
- New options to select how to sort particles in the Output Context.
Fixed
- Prevent vector truncation error in HDRP Decal template
- Fix potential infinite compilation when using subgraphs Case 1346576
- Prevent out of sync serialization of VFX assets that could cause the asset to be dirtied without reason
- Fix undetermitism in space with LocalToWorld and WorldToLocal operators Case 1355820
- Unexpected compilation error while modifying ShaderGraph exposed properties Case 1361601
- Compilation issue while using new SG integration and SampleTexture/SampleMesh Case 1359391
- Added a missing paste option in the context menu for VFX contexts. Also the paste options is now disabled when uneffective
- Prevent VFX Graph compilation each time a property's min/max value is changed
- Prevent vfx re-compilation in some cases when a value has not changed
- Eye dropper in the color fields kept updating after pressing the Esc key
- Automatically offset contexts when a new node is inserted to avoid overlapping
[12.0.0] - 2021-01-11
Added
- Added support for Texture2D Arrays in Flipbooks
- Added new setting in "Preferences -> Visual Effects" to control the fallback behavior of camera buffers from MainCamera node when the main camera is not rendered.
- Sample vertices of a transformed skinned mesh with Position (Skinned Mesh) and Sample Skinned Mesh operator.
- Placement option (Vertex, Edge, Surface) in Sample Mesh & Skinned Mesh, allows triangle sampling.
- Material Offset setting in inspector of the rendered outputs.
- Restore "Exact Fixed Time Step" option on VisualEffectAsset.
- Support 2D Renderer in URP for Unlit.
- New tool to help set VFX Bounds
- New tool : Signed Distance Field baker.
- Provide explicit access to spawnCount in graph
- Support of direct link event to initialize context (which support several event within the same frame)
- Structured Graphics Buffer support as exposed type
- Added HDRP Decal output context.
- Motion vectors enabled for particle strips
- Added Is Inside subgraph into VFX Graph additions package
- The VFX editor automatically attach to the current selection if the selected gameobject uses the currently edited VFX asset
- Two new buttons are available in the editor's tool bar. One will display a popup panel to handle attachement and one to lock/unlock the current attachement
- Improved toolbar design: added icons, removed labels and grouped commands into dropdown menus
Changed
- Allow remaking an existing link.
- Sphere and Cube outputs are now experimental
- Property Binder : Handle Remove Component removing linked hidden scriptable objectfields
- Property Binder : Prevent multiple VFXPropertyBinder within the same game object
- Transform integrated to VFXTypes : Circle, ArcCircle, Sphere, ArcSphere, Torus, ArcTorus, Cone, ArcCone
Fixed
- VFXEventBinderBase throwing a null reference exception in runtime
- Unexpected compilation warning in VFXMouseBinder Case 1313003
- Prevent creation of subgraph containing only partial systems Case 1284053
- Prevent pasting context within operator/block subgraph Case 1235269
- VFXEventBinderBase throwing a null reference exception in runtime
- Fix CameraFade for shadow maps Case 1294073
- Modified Sign operator node output for float when input is 0.0f Case 1299922
- An existing link can be remade.
- Use alphabetical order in type list in blackboard "+" button Case 1304109
- Consistently displays the Age Particles checkbox in Update context Case 1221557
- Fix compute culling compilation in URP Case 1309174
- pCache: Unexpected ditable field in Mesh Statistics, Save & Cancel pCache, error trying to access not readable texture Case 1122417
- Handle correctly locked VisualEffectAsset with version control system Case 1261051
- Artefact in VFXView using efficient debug mode in component target board Case 1243947
- Sample Mesh Color when value is stored as float.
- Compilation error due to direct access to GetWorldToObjectMatrix instead of VFXGetWorldToObjectMatrix Case 1308481
- Prevent infinite compilation loop Case 1298466
- Remove some useless compilation triggers (modifying not connected or disabled nodes for instance)
- Tidy up of platform abstraction code for random number generation, requires a dependency on com.unity.render-pipelines.core for those abstractions.
- Fixed shader compilation errors with textures in shader graph Case 1309219
- Fixed issue with VFX using incorrect buffer type for strip data
- Safe Normalization of Cross Products in Orient blocks Case 1272724
- Property Binder : Undo after reset Case 1293794
- Property Binder : Allow copy/past from a game object to another
- Deleting a context node and a block while both are selected throws a null ref exception. Case 315578
- Target GameObject attach button does not allow attaching a valid VFX if the last selection was invalid. Case 1312178
- Deleting flow edge between Init and Update throw an invalid opeation exception Case 1315593
- Regression with some settings not always triggering a recompilation Case 1322844
- Having more than five GPU Event output leads to "unexpected token 'if" at compilation Case 1323434
- Deleted properties still show up in the inspector Case 1320952
- Exception in VFXFilterWindow if search field is empty Case 1235269
- Fixed null reference exception when exposing Camera type in VFX graph Case 1315582
- Fixed VFX with output mesh being always reimported Case 1309753
- Modified state in the VFX tab has now a correct state
- Motion Vector map sampling for flipbooks were not using correct mips
- Remove unexpected expression in spawn context evaluation Case 1318412
- Fix unexpected Spawn context execution ordering
- Fix incorrect buffer type for strips
- Enabled an optimization for motion vectors, storing projected positions for vertices instead of the transform matrix
- In the Gradient editor undo will now properly refresh the gradient preview (color swatches)
- Eye dropper in the color fields kept updating after pressing the Esc key
- Sticky notes can now be deleted through contextual manual menu
- Blackboard fields can now be duplicated either with a shortcut (Ctrl+D) or with a contextual menu option
- Properties labels do not overlap anymore
- VFX Graph operators keep the same width when expanded or collpased so that the button does not change position
- Fix Soft Particle depth computation when using an orthographic camera Case 1309961
- When adding a new node/operator in the graph editor and using the search field, the search results are sorted in a smarter way
- Unexpected operator and block removal during migration Case 1344645
- Inspector group headers now have a better indentation and alignment
- Zoom and warning icons were blurry in the "Play Controls" and "Visual Effect Model" scene overlays
- Random crash using subgraph Case 1345426
- Fixed Collision with Depth Buffer when using Orthographic camera Case 1309958
- Fix culling of point output Case 1225764
- Compilation issue when normal is used in shadergraph for opacity with unlit output
- Fix Exception on trying to invert a degenerate TRS matrix Case 1307068
- Fix IsFrontFace shader graph node for VFX.
- Fix crash when loading SDF Baker settings holding a mesh prefab Case 1343898
- Exception using gizmo on exposed properties Case 1340818
- GPU hang on some initialize dispatch during dichotomy (platform specific)
- Compilation error undeclared identifier 'Infinity' Case 1328592
- Exposed Parameter placement can be moved after sanitize
- Fix rendering artifacts on some mobile devices Case 1149057
- Fix compilation failure on OpenGLES Case 1348666
- Don't open an empty VFX Graph Editor when assigning a VFX Asset to a Visual Effect GameObject from the inspector Case 1347399
- Visual Effect inspector input fields don't lose focus anymore while typing (Random seed)
- Subgraph output properties tooltips were not easily editable when multiline
[11.0.0] - 2020-10-21
Added
- Added new setting to output nodes to exclude from TAA
- New Sample Point cache & Sample Attribute map operators
Changed
- Changed the "Edit" button so it becomes "New" when no asset is set on a Visual Effect component, in order to save a new visual effect graph asset.
Fixed
- Forbid incorrect link between incompatible context Case 1269756
- Serialization issue with VFXSpawnerCallbacks
- Unexpected exception while trying to display capacity warning Case 1294180
- Exclude Operator, Context, Block and Subgraph from Preset Case 1232309
- Fix Case 1212002
- Fix Case 1223747
- Fix Case 1290493
- Incorrect path on Linux while targetting Android, IOS or WebGL Case 1279750
[10.2.0] - 2020-10-19
Added
- Warning using Depth Collision on unsupported scriptable render pipeline.
- Warning in renderer inspector using Light Probe Proxy Volume when this feature isn't available.
- New operator : Sample Signed distance field
- New Position on Signed Distance Field block
- Added command to delete unuser parameters.
- Harmonized position, direction and velocity composition modes for position (shape, sequential, depth) and Velocity from Direction & Speed blocks
- New particle strip attribute in Initialize: spawnIndexInStrip
- Added Get Strip Index subgraph utility operator in Additional Samples
- Added Encompass (Point) subgraph utility operator in Additional Samples
Fixed
- "Create new VisualEffect Graph" creates a graph from the default template Case 1279999
- Fix Case 1268977
- Fix Case 1114281
- Forbid creation of context in VisualEffectSubgraphBlock through edge dropping. No context should be allowed.
- Fix Case 1199540
- Fix Case 1219072
- Fix Case 1211372
- Fix Case 1262961
- Fix Case 1268354
- Fix VFX Graph window invalidating existing Undo.undoRedoPerformed delegates.
- Fix for VisualEffect prefab override window Case 1242693
- Fix Case 1281861
- Unexpected exception while installing samples inside an URP project Case 1280065
- Fix edited operator being collapsed Case 1270517
- Filters out renderer priority on SRP which doesn't support this feature.
- Fallback to builtIn rendering layer if srpAsset.renderingLayerMaskNames returns null.
- Fix missing prepass in URP Case 1169487
- Fix SubPixelAA block while rendering directly in backbuffer.
- Property Binder : Incorrect Destroy called from edit mode. Case 1274790
- Property Binder : Unexpected null reference exception while using terrain binder. Case 1247230
- Property Binder : HierarchyRoot null reference exception while using Hierarchy to Attribute Map. Case 1274788
- Property Binder : Properties window isn't always up to date. Case 1248711
- Property Binder : Avoid Warning while building on Mobile "Presence of such handlers might impact performance on handheld devices." when building for Android" Case 1279471
- Fixed case 1283315
- Addressing for mirror and clamp modes in sequential operators and blocks
- Incorrect volume spawning for Sphere & Circle with thickness absolute
- Fix View Space Position is VFX Shadergraph Case 1285603
- Fix Case 1268354
- Fixed rare bug causing the vfx compilation to do nothing silently.
- Fixed vfx compilation when a diffusion profile property is added to a vfx shadergraph
- SpawnOverDistance spawner block now behaves correctly
- Quad strip outputs take into account orientation block
- Fixed Random Vector subgraph utility operator in Additional Samples
- Fixed Set Strip Progress Attribute utility block in Additional Samples
- Fix Case 1255182
- Remove temporarily "Exact Fixed Time Step" option on VisualEffectAsset to avoid unexpected behavior
- Disable implicit space transformations in sublock graphs as they led to unexpected behaviors
[10.1.0] - 2020-10-12
Added
- Compare operator can take int and uint as inputs
- New operator : Sample Signed distance field
- New WorldToViewportPoint operator
- New ViewportToWorldPoint operator
- Added Output Event Handler API
- Added Output Event Handler Samples
- Added ExposedProperty custom Property Drawer
- Error display within the graph.
Fixed
- Mesh Sampling incorrect with some GPU (use ByteAddressBuffer instead of Buffer)
- Fix for node window staying when clicking elsewhere
- Make VisualEffect created from the GameObject menu have unique names Case 1262989
- Missing System Seed in new dynamic built-in operator.
- Prefab highlight missing for initial event name toggle Case 1263012
- Correctly frame the whole graph, when opening the Visual Effect Editor
- Optimize display of inspector when there is a lot of exposed VFX properties.
- fixes the user created vfx default resources that were ignored unless loaded
- fix crash when creating a loop in subgraph operators Case 1251523
- fix issue with multiselection and objectfields Case 1250378
- Normals with non uniform scales are correctly computed Case 1246989
- Fix exposed Texture2DArray and Cubemap types from shader graph not being taken into account in Output Mesh Case 1265221
- Allow world position usage in shaderGraph plugged into an alpha/opacity output Case 1259511
- GPU Evaluation of Construct Matrix
- Random Per-Component on Set Attribute in Spawn Context Case 1279294
- Fix corrupted UI in nodes due to corrupted point cache files Case 1232867
- Fix InvalidCastException when using byte properties in point cache files Case 1276623
- Fix https://issuetracker.unity3d.com/issues/ux-cant-drag-a-noodle-out-of-trigger-blocks
- Fix Case 1114281
- Fix shadows not being rendered to some cascades with directional lights Case 1229972
- Fix VFX Graph window invalidating existing Undo.undoRedoPerformed delegates.
- Fix shadergraph changes not reflected in VisualEffectGraph Case 1278469
[10.0.0] - 2019-06-10
Added
- Tooltips for Attributes
- Custom Inspector for Spawn context, delay settings are more user friendly.
- Quick Expose Property : Holding Alt + Release Click in an Empty space while making property edges creates a new exposed property of corresponding type with current slot value.
- Octagon & Triangle support for planar distortion output
- Custom Z axis option for strip output
- Custom Inspector for Update context, display update position/rotation instead of integration
- Tooltips to blocks, nodes, contexts, and various menus and options
- VFX asset compilation is done at import instead of when the asset is saved.
- New operators: Exp, Log and LoadTexture
- Duplicate with edges.
- Right click on edge to create a interstitial node.
- New quad distortion output for particle strips
- New attribute for strips: particleCountInStrip
- New options for quad strips texture mapping: swap UV and custom mapping
- Naming for particles system and spawn context
- Noise evaluation now performed on CPU when possible
- Range and Min attributes support on int and uint parameters
- New Construct Matrix from Vector4 operator
- Allow filtering enums in VFXModels' VFXSettings.
- Sample vertices of a mesh with the Position (Mesh) block and the Sample Mesh operator
- New built-in operator providing new times access
- More efficient update modes inspector
- Ability to read attribute in spawn context through graph
- Added save button to save only the current visual effect graph.
- Added Degrees / Radians conversion subgraphs in samples
- uint parameter can be seen as an enum.
- New TransformVector4 operator
- New GetTextureDimensions operator
- Output Event context for scripting API event retrieval.
- per-particle GPU Frustum culling
- Compute culling of particle which have their alive attribute set to false in output
- Mesh and lit mesh outputs can now have up to 4 differents meshes that can be set per Particle (Experimental)
- Screen space per particle LOD on mesh and lit mesh outputs (Experimental)
Fixed
- Moved VFX Event Tester Window visibility to Component Play Controls SceneView Window
- Universal Render Pipeline : Fog integration for Exponential mode Case 1177594
- Correct VFXSettings display in Shader Graph compatible outputs
- No more NullReference on sub-outputs after domain reload
- Fix typo in strip tangent computation
- Infinite recompilation using subgraph Case 1186191
- Modifying a shader used by an output mesh context now automatically updates the currently edited VFX
- Possible loss of shadergraph reference in unlit output
- ui : toolbar item wrap instead of overlapping.
- Selection Pass for Universal and High Definition Render Pipeline
- Copy/Paste not deserializing correctly for Particle Strip data
- WorldPosition, AbsoluteWorldPosition & ScreenPos in shadergraph integration
- Optimize VFXAssetEditor when externalize is activated
- TransformVector|Position|Direction & DistanceToSphere|Plane|Line have now spaceable outputs
- Filter out motion vector output for lower resolution & after post-process render passes Case 1192932
- Sort compute on metal failing with BitonicSort128 Case 1126095
- Fix alpha clipping with shader graph
- Fix output settings correctly filtered dependeing on shader graph use or not
- Fix some cases were normal/tangent were not passes as interpolants with shader graph
- Make normals/tangents work in unlit output with shader graph
- Fix shader interpolants with shader graph and particle strips
- SpawnIndex attribute is now working correctly in Initialize context
- Remove useless VFXLibrary clears that caused pop-up menu to take long opening times
- Make sure the subgraph is added to the graph when we set the setting. Fix exception on Convert To Subgraph.
- Subgraph operators appear on drag edge on graph.
- Sample Scene Color & Scene Depth from Shader Graph Integration using High Definition and Universal Render Pipeline
- Removed Unnecessary reference to HDRP Runtime Assembly in VFX Runtime Assembly
- Allow alpha clipping of motion vector for transparent outputs Case 1192930
- subgraph block into subgraph context no longer forget parameter values.
- Fix exception when compiling an asset with a turbulence block in absolute mode
- Fixed GetCustomAttribute that was locked to Current
- Shader compilation now works when using view direction in shader graph
- Fix for destroying selected component corrupt "Play Controls" window
- Depth Position and Collision blocks now work correctly in local space systems
- Filter out Direction type on inconsistent operator Case 1201681
- Exclude MouseEvent, RigidBodyCollision, TriggerEvent & Sphere binders when physics modules isn't available
- Visual Effect Activation Track : Handle empty string in ExposedProperty
- in some cases AABox position gizmo would not move when dragged.
- Inspector doesn't trigger any exception if VisualEffectAsset comes from an Asset Bundle Case 1203616
- OnStop Event to the start of a Spawn Context makes it also trigger when OnPlay is sent Case 1198339
- Remove unexpected public API : UnityEditor.VFX.VFXSeedMode & IncrementStripIndexOnStart
- Fix yamato error : check vfx manager on domain reload instead of vfx import.
- Filter out unrelevant events from event desc while compiling
- Missing Packing.hlsl include while using an unlit shadergraph.
- Fix for nesting of VFXSubgraphContexts.
- Runtime compilation now compiles correctly when constant folding several texture ports that reference the same texture Case 1193602
- Fix compilation error in runtime mode when Speed Range is 0 in Attribute By Speed block Case 1118665
- NullReferenceException while assigning a null pCache Case 1222491
- Add message in inspector for unreachable properties due to VisualEffectAsset stored in AssetBundle Case 1193602
- pCache importer and exporter tool was keeping a lock on texture or pCache files Case 1185677
- Convert inline to exposed property / Quick expose property sets correct default value in parent
- Age particles checkbox was incorrectly hidden Case 1221557
- Fix various bugs in Position (Cone) block [Case 1111053] (https://issuetracker.unity3d.com/product/unity/issues/guid/1111053/)
- Handle correctly direction, position & vector types in AppendVector operator Case 1111867
- Fix space issues with blocks and operators taking a camera as input
- Generated shaderName are now consistent with displayed system names
- Remove some shader warnings
- Fixed Sample Flipbook Texture File Names
- Don't lose SRP output specific data when SRP package is not present
- Fix visual effect graph when a subgraph or shader graph dependency changes
- Support of flag settings in model inspector
- height of initial event name.
- fix colorfield height.
- fix for capacity change for locked asset.
- fix null value not beeing assignable to slot.
- Prevent capacity from being 0 Case 1233044
- Fix for dragged parameters order when there are categories
- Avoid NullReferenceException in Previous Position Binder" component. Case 1242351
- Don't show the blocks window when context cant have blocks
- Prevent from creating a context in VisualEffectSugraphOperator by draggingfrom an output slot.
- Avoid NullReferenceException when VisualEffectAsset is null if VFXPropertyBinder Case 1219061
- Missing Reset function in VFXPropertyBinder Case 1219063
- Fix issue with strips outputs that could cause too many vertices to be renderered
- SpawnIndex attribute returns correct value in update and outputs contexts
- Disable Reset option in context menu for all VFXObject Case 1251519 & Case 1251533
- Avoid other NullReferenceException using property binders
- Fix culture issues when generating attributes defines in shaders Case 1222819
- Move the VFXPropertyBinder from Update to LateUpdate Case 1254340
- Properties in blackboard are now exposed by default
- Dissociated Colors for bool, uint and int
- De-nicified attribute name (conserve case) in Set Custom Attribute title
- Changed the default "No Asset" message when opening the visual effect graph window
- Subgraphs are not in hardcoded categories anymore : updated default subgraph templates + Samples to add meaningful categories.
- Fix creation of StringPropertyRM
- Enum fields having headers show the header in the inspector as well.
- Handle correctly disabled alphaTreshold material slot in shaderGraph.
[7.1.1] - 2019-09-05
Added
- Moved High Definition templates and includes to com.unity.render-pipelines.high-definition package
- Navigation commands for subgraph.
- Allow choosing the place to save vfx subgraph.
- Particle strips for trails and ribbons. (Experimental)
- Shadergraph integration into vfx. (Experimental)
Fixed
- Using struct as subgraph parameters.
- Objectproperty not consuming delete key.
- Converting a subgraph operator inside a subgraph operator with outputs.
- Selecting a GameObject with a VFX Property Binder spams exception.
- Wrong motion vector while modifying local matrix of a VisualEffect.
- Convert output settings copy.
- Fixed some outputs failing to compile when used with certain UV Modes [Case 1126200] (https://issuetracker.unity3d.com/issues/output-some-outputs-fail-to-compile-when-used-with-certain-uv-modes)
- Removed Gradient Mapping Mode from some outputs type where it was irrelevant [Case 1164045]
- Soft Particles work with Distortion outputs [Case 1167426] (https://issuetracker.unity3d.com/issues/output-soft-particles-do-not-work-with-distortion-outputs)
- category rename rect.
- copy settings while converting an output
- toolbar toggle appearing light with light skin.
- multiselection of gradient in visual effect graph
- clipped "reseed" in visual effect editor
- Unlit outputs are no longer pre-exposed by default in HDRP
- Augmented generated HLSL floatN precision [Case 1177730] (https://issuetracker.unity3d.com/issues/vfx-graph-7x7-flipbook-particles-flash-and-dont-animate-correctly-in-play-mode-or-in-edit-mode-with-vfx-graph-closed)
- Spherical coordinates to Rectangular (Cartesians) coordinates node input: angles are now expressed in radians
- Turbulence noise updated: noise type and frequency can be specified [Case 1141282] (https://issuetracker.unity3d.com/issues/vfx-particles-flicker-when-blend-mode-is-set-to-alpha-turbulence-block-is-enabled-and-there-is-more-than-50000-particles)
- Color and Depth camera buffer access in HDRP now use Texture2DArray instead of Texture2D
- Output Mesh with shader graph now works as expected
[7.0.1] - 2019-07-25
Added
- Add Position depth operator along with TransformVector4 and LoadTexture2D expressions.
Fixed
- Inherit attribute block appears three times Case 1166905
- Unexpected exception :
Trying to modify space on a not spaceable slot
error when adding collision or conform blocks Case 1163442
[7.0.0] - 2019-07-17
Added
- Make multiselection work in a way that do not assume that the same parameter will have the same index in the property sheet.
- auto recompile when changing shaderpath
- auto recompile new vfx
- better detection of default shader path
- Bitfield control.
- Initial Event Name inspector for visual effect asset and component
- Subgraphs
- Move HDRP outputs to HDRP package + expose HDRP queue selection
- Add exposure weight control for HDRP outputs
- Shader macros for XR single-pass instancing
- XR single-pass instancing support for indirect draws
- Inverse trigonometric operators (atan, atan2, asin, acos)
- Replaced Orient : Fixed rotation with new option Orient : Advanced
- Loop & Delay integrated to the spawn system
- Motion Vector support for PlanarPrimitive & Mesh outputs
Fixed
- Handle a possible exception (ReflectionTypeLoadException) while using VFXParameterBinderEditor
- Renamed Parameter Binders to Property Binders. (This will cause breaking serialization for these PropertyBinders : VFXAudioSpectrumBinder, VFXInputMouseBinder, VFXInputMouseBinder, VFXInputTouchBinder, VFXInputTouchBinder, VFXRaycastBinder, VFXTerrainBinder, VFXUIDropdownBinder, VFXUISliderBinder, VFXUIToggleBinder)
- Renamed Namespace
UnityEngine.Experimental.VFX.Utility
toUnityEngine.VFX.Utility
- Fix normal bending factor computation for primitive outputs
- Automatic template path detection based on SRP in now working correctly
[6.7.0-preview] - 2019-05-16
Added
- Distortion Outputs (Quad / Mesh)
- Color mapping mode for unlit outputs (Textured/Gradient Mapped)
- Add Triangle and Octagon primitives for particle outputs
- Set Attribute is now spaceable on a specific set of attributes (position, velocity, axis...)
- Trigger : GPUEvent Rate (Over time or Distance)
Fixed
- Fix shader compilation error with debug views
- Improve AA line rendering
- Fix screen space size block
- Crash chaining two spawners each other Case 1135299
- Inspector : Exposed parameters disregard the initial value Case 1126471
- Asset name now displayed in compile errors and output context shaders
- Fix for linking spawner to spawner while first spawner is linked to initialize + test
- Fix space of spaceable slot not copy pasted + test
- Position (Circle) does not take the Center Z value into account Case 1146850
- Add Exposure Weight for emissive in lit outputs
[6.6.0-preview] - 2019-04-01
Added
- Addressing mode for Sequential blocks
- Invert transform available on GPU
- Add automatic depth buffer reference for main camera (for position and collision blocks)
- Total Time for PreWarm in Visual Effect Asset inspector
- Support for unlit output with LWRP
- Add Terrain Parameter Binder + Terrain Type
- Add UI Parameter Binders : Slider, Toggle
- Add Input Parameter Binders : Axis, Button, Key, Mouse, Touch
- Add Other Parameter Binders : Previous Position, Hierarchy Attribute Map, Multi-Position, Enabled
Fixed
- Undo Redo while changing space
- Type declaration was unmodifiable due to exception during space intialization
- Fix unexpected issue when plugging per particle data into hash of per component fixed random
- Missing asset reimport when exception has been thrown during graph compilation
- Fix exception when using a Oriented Box Volume node Case 1110419
- Add missing blend value slot in Inherit Source Attribute blocks Case 1120568
- Visual Effect Inspector Cosmetic Improvements
- Missing graph invalidation in VFXGraph.OnEnable, was causing trouble with value invalidation until next recompilation
- Issue that remove the edge when dragging an edge from slot to the same slot.
- Exception when undoing an edge deletion on a dynamic operator.
- Exception regarding undo/redo when dragging a edge linked to a dynamic operator on another slot.
- Exception while removing a sub-slot of a dynamic operator
[6.5.0-preview] - 2019-03-07
[6.4.0-preview] - 2019-02-21
[6.3.0-preview] - 2019-02-18
[6.2.0-preview] - 2019-02-15
Changed
- Code refactor: all macros with ARGS have been swapped with macros with PARAM. This is because the ARGS macros were incorrectly named
Fixed
- Better Handling of Null or Missing Parameter Binders (Editor + Runtime)
- Fixes in VFX Raycast Binder
- Fixes in VFX Parameter Binder Editor
[6.1.0-preview] - 2019-02-13
[6.0.0-preview] - 2019-02-23
Added
- Add spawnTime & spawnCount operator
- Add seed slot to constant random mode of Attribute from curve and map
- Add customizable function in VariantProvider to replace the default cartesian product
- Add Inverse Lerp node
- Expose light probes parameters in VisualEffect inspector
Fixed
- Some fixes in noise library
- Some fixes in the Visual Effect inspector
- Visual Effects menu is now in the right place
- Remove some D3D11, metal and C# warnings
- Fix in sequential line to include the end point
- Fix a bug with attributes in Attribute from curve
- Fix source attributes not being taken into account for attribute storage
- Fix legacy render path shader compilation issues
- Small fixes in Parameter Binder editor
- Fix fog on decals
- Saturate alpha component in outputs
- Fixed scaleY in ConnectTarget
- Incorrect toggle rectangle in VisualEffect inspector
- Shader compilation with SimpleLit and debug display
[5.2.0-preview] - 2018-11-27
Added
- Prewarm mechanism
Fixed
- Handle data loss of overriden parameters better
Optimized
- Improved iteration times by not compiling initial shader variant
[4.3.0-preview] - 2018-11-23
Initial release