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Releases: CyberAgentGameEntertainment/NovaShader

v3.5.0

24 Dec 08:11
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49e49e0

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What's Changed

  • Cache SystemInfo format checks to avoid GC allocation in #177
  • Add Intensity Mode to Distortion Shader for independent X/Y control in #179
  • Add Rotation properties to Flow Map, Alpha Transition, Emission, and Tint Color in #180

v3.4.1

12 Nov 02:42
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da95720

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What's Changed

  • Added support for assigning a new shader to a material. in #175

v3.4.0

11 Nov 02:56
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7c3ea98

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What's Changed

  • Fix: Apply Vertex Deformation in Depth Passes in #169
  • Enable Base Map UV when Vertex Deformation is used in Depth pass in #170
  • Enable Normal WS in the Vertex Deformation in #171
  • Fix color tone mismatch between test images and the actual scene in #172
  • Move shader keyword and pass changes to ShaderGUI.ValidateMaterial in #173
  • Upgrade the version to v3.4.0 in #174

v3.3.1

24 Sep 09:36
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  • Fix: Unity Version specification for _CLUSTER_LIGHT_LOOP in #168

v3.3.0

01 Sep 07:24
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  • Fixed the enable setting for PostProcess referenced in Distortion Pass to reference the camera side. in #159
  • Added Tone feature to BaseMap in #161
  • feat: Implement Base Map Channel Selection Feature in #162
  • Clarify Gradient Map luminance sampling behavior in documentation in #163
  • fix: Enabling post-processing for the Test_Distortion camera in #164
  • Support Unity 6.1 _CLUSTER_LIGHT_LOOP keyword in #165
  • fix: Custom Coord references in test materials in #166
  • Update package version to 3.3.0 in #167

v3.2.0

24 Jul 09:13
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What's Changed

  • Fix shader optimization regex bug preventing keyword deletion in #150
  • Fix GET_CUSTOM_COORD macro semicolon issues in #151
  • Refactor: Trail Material Vertex Streams error handling cleanup in #152
  • feat: Add Random Row Selection feature with Custom Coord system in #149
  • chore: update Unity Rider package to 3.0.36 in #155
  • Add Forward+ rendering support in #154
  • Add FlipBook functionality to Tint Color for feature parity with Base Color in #153
  • fix: Resolve texture bleeding issue in Texture2D Array mode for Random Row Selection in #156
  • Fix parallax map progress mode switching in #157
  • feat: Extend Random Row Selection feature to multiple shader components in #158

v3.1.0

11 Jul 06:44
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  • Implementation of Custom Trail Vertex Streams support in #146
  • fix: Update outdated test images for iOS build in #148
  • Add SceneSelectionPass/Picking pass to ParticlesDistortion shader to fix selection outline in #147

v3.0.1

02 Jul 07:40
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  • リグレッションテストの画像比較をflipに変更 in #142
  • UnusedReferencesRemoverの最適化シェーダー対応 in #145

v3.0.0

21 May 01:41
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  • Added documentation on optimized shaders in #138, #139
  • Fix: Update Distortion Flow Map Texture for Testing in #140
  • Changed the minimum working editor version to Unity2022 in #141

v2.9.0

12 May 05:40
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What's Changed

  • Fixed a bug that prevented GI from being applied when using old-style light probes in the Unity6000 by @CA-Tatami in #132
  • Added shader optimization API. by @CyTakayukiKiyohara in #137

Full Changelog: 2.8.3...2.9.0