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This repository was archived by the owner on Nov 30, 2020. It is now read-only.
Copy file name to clipboardExpand all lines: CHANGELOG.md
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@@ -4,11 +4,31 @@ 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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## [Indev]
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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 on Xbox One & Switch (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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### 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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-`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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