- Upgraded to Unity 2019. Dropped support for Unity 2018.
- Removed
dynamicBatchingfrom Render Pipeline Asset. Configure dynamic batching inProject Settings/Player/Others Settingsinstead.
- Add backers list to README.
- Add icon for gizmos and scripts.
- Trigger callbacks associated with the following camera events:
- Any
CommandBufferattached to a few but not allCameraEventusingAddCommandBuffer. - Any
OnPreRenderorOnPreCullorOnPostRendermethods defined on the camera. - Any
Camera.onPreRenderorCamera.onPreCullorCamera.onPostRenderdelegates assigned.
- Any
- Trigger command buffers attached to
CameraEvent.OnPreRender,OnPreCullandOnPostRendermessages are sent as well. - Add
Boxfilter to mipmap generator.resolutionPlusOneis now replaced withmipmapFilterModeinVXGIscript.- If using
Boxfilter (faster), voxel resolution will be 2n. - If using
Gaussian3x3x3filter (faster), voxel resolution will be 2n+1 (recommended). - If using
Gaussian4x4x4filter (slower), voxel resolution will be 2n.
- If using
- Add
resolutionPlusOnetoVXGIscript.- When
true, voxel resolution will be 2n+1. Mipmap filter will use 3x3x3 Gaussian Kernel (faster). - When
false, voxel resolution will be 2n. Mipmap filter will use 4x4x4 Gaussian Kernel (slower).
- When
- Add angle-based falloff for spot light.
- Add
VXGI/Particles/Standard Unlitshader. - Add CHANGELOG.
- Complete the light injections.
- Add support for spot light.
- Fully support directional light.
- The
sunproperty is removed from VXGI script, as the number of directional lights in a scene is not limited to one anymore. - Lighting range is now affected by the
rangeproperty on light source.
- Add support for post-processing stack.
- Add a default material and a default shader to the render pipeline.
- Implement nearest-depth filtering for copying textures of different dimensions.
- Add setting for Dynamic Batching.
- Add setting for Scriptable Render Pipeline Batching.
- Initial commit.
- Refactor VXGI renderer.
- Mipmap visualization logic is separated into
VXGIMipmapDebugscript. This script now only renders mipmap volume in Game View.
- Mipmap visualization logic is separated into
- Refactor and optimize mipmap filter to use
groupsharedmemory in compute shader. This reduces as much as 40% in filter time. - Refactor profile sampling.
- Optimize and refactor
VoxelShader. - Update README.
- Switch to built-in G-Buffer generator.
- Refactor code structures.
- Deprecate
Voxel-based Shader/Basicshader.
- Fix render transparent forward pass without camera depth texture.
- Fix
PostProcessingDebugnot displaying debug overlay. - Fix mipmap level visualization.
- Fix light injection when throttling cone tracing.
- Fix light source injection.
- Fix inverted
GrabCopypass.