|
| 1 | +# Changelog |
| 2 | +All notable changes to this package will be documented in this file. |
| 3 | + |
| 4 | +The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) |
| 5 | +and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). |
| 6 | + |
| 7 | +## [3.0.2] - XXXX-XX-XX |
| 8 | + |
| 9 | +### Changed |
| 10 | +- ResetProjection isn't being called anymore if Temporal Anti-aliasing isn't enabled, allowing the use of custom projection matrices. |
| 11 | + |
| 12 | +## [3.0.1] - 2020-10-15 |
| 13 | + |
| 14 | +### Fixed |
| 15 | +- Fix for a compilation error in the Depth of Field shader on Linux. |
| 16 | + |
| 17 | +## [3.0.0] - 2020-10-13 |
| 18 | + |
| 19 | +### Fixed |
| 20 | +- 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) |
| 21 | +- Fix for shader compilation errors when importing the 3D+Extras template (case 1234411) |
| 22 | +- Fix Duplicated RenderTextures when using MultiScaleVO on Xbox (case 1235888) |
| 23 | +- Fix for the rendering being broken when an SRP is in use and its asset comes from quality settings instead of graphics settings. |
| 24 | +- Fix for burger buttons on volume components being misaligned on 2019.3+ (case 1238461) |
| 25 | +- Fix for depth buffer being discarded when using deferred fog with Vulkan (case 1271512) |
| 26 | +- Fix for compilation errors when the built-in VR package is disabled (case 1266931) |
| 27 | +- Fix for Temporal Anti-Aliasing produces artifacts on the edges of objects when using VR (case 1167219) |
| 28 | +- Fix for blurry image when using the Post Process Layer in single-pass VR (case 1173697) |
| 29 | +- Fix for ambient occlusion is misaligned when using single pass rendering VR mode (case 1217583) |
| 30 | + |
| 31 | +### Changed |
| 32 | +- Motion Blur and Lens Distortion are disabled only when rendering with stereo cameras instead of having VR enabled in the project. |
| 33 | +- Minimum Unity version for this version has been bumped to 2018.4. |
| 34 | + |
| 35 | +## [2.3.0] - 2020-01-10 |
| 36 | + |
| 37 | +### Fixed |
| 38 | +- Fix for XR multipass and legacy built-in renderer (case 1197855, 1152584) |
| 39 | +- Optimized type lookup on domain reload in the editor (case 1203325) |
| 40 | +- Fixed a serialization issue causing an assertion on resources (case 1202441) |
| 41 | + |
| 42 | +## [2.2.2] - 2019-11-18 |
| 43 | + |
| 44 | +### Fixed |
| 45 | +- Fixed deprecated XR API usage. |
| 46 | + |
| 47 | +## [2.2.1] - 2019-11-07 |
| 48 | + |
| 49 | +### Fixed |
| 50 | +- Fixed a compilation warning with Unity 2019.3 and 2020.1. |
| 51 | + |
| 52 | +### Changed |
| 53 | +- Following a change in the compilation pipeline, this version is only compatible with Unity 2017.2 and up. |
| 54 | + |
| 55 | +## [2.1.9] - 2019-10-24 |
| 56 | + |
| 57 | +### Fixed |
| 58 | +- Shader compilation error on PS4 with Unity 2019.3. |
| 59 | + |
| 60 | +## [2.1.8] - 2019-10-11 |
| 61 | + |
| 62 | +### Added |
| 63 | +- Support for dynamic resolution. |
| 64 | + |
| 65 | +### Fixed |
| 66 | +- Potential fp16 overflow in Depth of Field that could cause NaN on some platforms. |
| 67 | +- Error with Screen-space Reflections when HDR is disabled. |
| 68 | +- Internal "copy" materials were recreated on every frame after the asset bundle-related fix from 2.1.7. |
| 69 | + |
| 70 | +## [2.1.7] - 2019-06-12 |
| 71 | + |
| 72 | +### Added |
| 73 | +- Initial Stadia platform support. |
| 74 | + |
| 75 | +### Fixed |
| 76 | +- Viewport handling wasn't working correctly when FXAA or SMAA were used with builtin pipelines. |
| 77 | +- Depth of Field could end up fully blurry depending on the project setup. |
| 78 | +- Reloading an asset bundle that has references to post-processing was broken. |
| 79 | + |
| 80 | +### Changed |
| 81 | +- Warning for mobiles about using post-processing with non-fullscreen cameras. |
| 82 | +- Directly to Camera Target on the PostProcessLayer component is now disabled by default. |
| 83 | +- The framework now uses its own random number generator instead of the default Unity one. |
| 84 | + |
| 85 | +## [2.1.6] - 2019-04-11 |
| 86 | + |
| 87 | +### Fixed |
| 88 | +- Post-processing would crash if "Managed Stripping Level" was set to Medium or High. |
| 89 | +- Serialization warnings on build. |
| 90 | +- Removed unwanted garbage collection. |
| 91 | + |
| 92 | +## [2.1.5] - 2019-03-25 |
| 93 | + |
| 94 | +### Fixed |
| 95 | +- LDR Color grading in gamma mode no longer produces banding artifacts on Mali GPUs on OpenGL ES2. |
| 96 | +- Gamma mode no longer darken the screen with LWRP. |
| 97 | + |
| 98 | +## [2.1.4] - 2019-02-27 |
| 99 | + |
| 100 | +### Fixed |
| 101 | +- Shader compilation errors with OpenGL ES2 and Switch. |
| 102 | +- Proper viewport support on Builtin render pipelines. |
| 103 | + |
| 104 | +## [2.1.3] - 2019-01-30 |
| 105 | + |
| 106 | +### Fixed |
| 107 | +- Color grading would output negative values in some cases and break rendering on some platforms. |
| 108 | +- Custom effects with `allowInSceneView` set to `false` could make the scene view flicker to black. |
| 109 | +- R8_SRGB error in 2019.1 when Depth of Field and Temporal Anti-aliasing are enabled at the same time. |
| 110 | +- Auto-exposure compute shader on Metal/iOS. |
| 111 | + |
| 112 | +## [2.1.2] - 2018-12-05 |
| 113 | + |
| 114 | +### Fixed |
| 115 | +- Made the package manager happy. |
| 116 | + |
| 117 | +## [2.1.1] - 2018-11-30 |
| 118 | + |
| 119 | +### Fixed |
| 120 | +- Optimized volume texture blending. |
| 121 | +- Switch compilation issues with 2019.1+. |
| 122 | + |
| 123 | +### Changed |
| 124 | +- Chromatic aberration is now forced to "fast mode" when running on GLES2.0 platforms due to compatibility issues. |
| 125 | + |
| 126 | +## [2.1.0] - 2018-11-26 |
| 127 | + |
| 128 | +### Changed |
| 129 | +- Minor version bump following the release of 2018.3 and verified compatibility with 2019.1. |
| 130 | + |
| 131 | +## [2.0.20] - 2018-11-22 |
| 132 | + |
| 133 | +### Fixed |
| 134 | +- Camera viewport wasn't working properly when outputting directly to the backbuffer. |
| 135 | +- More improvements to VR support. |
| 136 | +- Compatibility fixes for 2017.1 to 2017.4. |
| 137 | +- Post-processing wouldn't work when loaded from an asset bundle. |
| 138 | +- Compilation issue when Cinemachine is used with Post-processing. |
| 139 | + |
| 140 | +### Changed |
| 141 | +- Scriptable Render Pipelines should now call `PostProcessLayer.UpdateVolumeSystem(Camera, CommandBuffer)` at the beginning of the frame. |
| 142 | + |
| 143 | +## [2.0.17-preview] - 2018-11-06 |
| 144 | + |
| 145 | +### Fixed |
| 146 | +- First pass at improving VR support. |
| 147 | +- Assert on Invalid LDR Lookup Texture size; added a check in the inspector for the user. |
| 148 | +- Improved performance on Unity 2019.1+ by avoiding unnecessary blits if no other image effect is active. |
| 149 | +- Use new ASTC enums on unity 2019.1+. |
| 150 | + |
| 151 | +## [2.0.16-preview] - 2018-10-23 |
| 152 | + |
| 153 | +### Fixed |
| 154 | +- Grain shader compilation errors on some mobile GPUs. |
| 155 | +- Compilation issue with Unity 2019.1+ due to an internal API change. |
| 156 | + |
| 157 | +## [2.0.15-preview] - 2018-10-12 |
| 158 | + |
| 159 | +### Fixed |
| 160 | +- Warning on `[ShaderIncludePath]` in 2018.3+. |
| 161 | + |
| 162 | +## [2.0.14-preview] - 2018-10-05 |
| 163 | + |
| 164 | +### Fixed |
| 165 | +- Bloom flicker in single-pass double-wide stereo rendering. |
| 166 | +- Right eye bloom offset in single-pass double-wide stereo rendering. |
| 167 | +- If any parent of PostProcessingVolume has non-identity scale the Gizmo is rendered incorrectly. |
| 168 | +- Cleanup error when going back'n'forth between Builtins & Scriptable pipelines. |
| 169 | + |
| 170 | +### Changed |
| 171 | +- Use `ExecuteAlways` in 2018.3+ for better compatibility with "Prefab Mode". |
| 172 | + |
| 173 | +## [2.0.13-preview] - 2018-09-14 |
| 174 | + |
| 175 | +### Fixed |
| 176 | +- Compilation issue with Unity 2019.1. |
| 177 | +- Screen-space reflection memory leak. |
| 178 | + |
| 179 | +## [2.0.12-preview] - 2018-09-07 |
| 180 | + |
| 181 | +### Fixed |
| 182 | +- Ambient Occlusion could distort the screen on Android/Vulkan. |
| 183 | +- Warning about SettingsProvider in 2018.3. |
| 184 | +- Fixed issue with physical camera mode not working with post-processing. |
| 185 | +- Fixed thread group warning message on Metal and Intel Iris. |
| 186 | +- Fixed compatibility with versions pre-2018.2. |
| 187 | + |
| 188 | +## [2.0.10-preview] - 2018-07-24 |
| 189 | + |
| 190 | +### Fixed |
| 191 | +- Better handling of volumes in nested-prefabs. |
| 192 | +- The Multi-scale volumetric obscurance effect wasn't properly releasing some of its temporary targets. |
| 193 | +- N3DS deprecation warnings in 2018.3. |
| 194 | + |
| 195 | +## [2.0.9-preview] - 2018-07-16 |
| 196 | + |
| 197 | +### Changed |
| 198 | +- Update assembly definitions to output assemblies that match Unity naming convention (Unity.*). |
| 199 | + |
| 200 | +## [2.0.8-preview] - 2018-07-06 |
| 201 | + |
| 202 | +### Fixed |
| 203 | +- Post-processing is now working with VR SRP in PC. |
| 204 | +- Crash on Vulkan when blending 3D textures. |
| 205 | +- `RuntimeUtilities.DestroyVolume()` works as expected now. |
| 206 | +- Excessive CPU usage on PS4 due to a badly initialized render texture. |
| 207 | + |
| 208 | +### Changed |
| 209 | +- Improved volume texture blending. |
| 210 | + |
| 211 | +### Added |
| 212 | +- `Depth` debug mode can now display linear depth instead of the raw platform depth. |
| 213 | + |
| 214 | +## [2.0.7-preview] - 2018-05-31 |
| 215 | + |
| 216 | +### Fixed |
| 217 | +- Post-processing wasn't working on Unity 2018.3. |
| 218 | + |
| 219 | +### Added |
| 220 | +- Bloom now comes with a `Clamp` parameter to limit the amount of bloom that comes with ultra-bright pixels. |
| 221 | + |
| 222 | +## [2.0.6-preview] - 2018-05-24 |
| 223 | + |
| 224 | +### Fixed |
| 225 | +- 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)) |
| 226 | +- Dithering now works correctly in dark areas when working in Gamma mode. |
| 227 | +- Colored grain wasn't colored when `POSTFX_DEBUG_STATIC_GRAIN` was set. |
| 228 | +- No more warning in the console when `POSTFX_DEBUG_STATIC_GRAIN` is set. |
| 229 | + |
| 230 | +### Changed |
| 231 | +- Minor scripting API improvements. ([#530](https://github.com/Unity-Technologies/PostProcessing/pull/530)) |
| 232 | +- More implicit casts for `VectorXParameter` and `ColorParameter` to `Vector2`, `Vector3` and `Vector4`. |
| 233 | +- Script-instantiated profiles in volumes are now properly supported in the inspector. ([#530](https://github.com/Unity-Technologies/PostProcessing/pull/530)) |
| 234 | +- Improved volume UI & styling. |
| 235 | + |
| 236 | +## [2.0.5-preview] - 2018-04-20 |
| 237 | + |
| 238 | +### Fixed |
| 239 | +- More XR/Switch related fixes. |
| 240 | + |
| 241 | +## [2.0.4-preview] - 2018-04-19 |
| 242 | + |
| 243 | +### Fixed |
| 244 | +- Temporal Anti-aliasing creating NaN values in some cases. ([#337](https://github.com/Unity-Technologies/PostProcessing/issues/337)) |
| 245 | +- Auto-exposure has been fixed to work the same way it did before the full-compute port. |
| 246 | +- XR compilation errors on Xbox One & Switch (2018.2). |
| 247 | +- `ArgumentNullException` when attempting to get a property sheet for a null shader. ([#515](https://github.com/Unity-Technologies/PostProcessing/pull/515)) |
| 248 | +- Stop NaN Propagation not working for opaque-only effects. |
| 249 | +- HDR color grading had a slight color temperature offset. |
| 250 | +- PSVita compatibility. |
| 251 | +- Tizen warning on 2018.2. |
| 252 | +- Errors in the console when toggling lighting on/off in the scene view when working in Deferred. |
| 253 | +- Debug monitors now work properly with HDRP. |
| 254 | + |
| 255 | +### Added |
| 256 | +- Contribution slider for the LDR Lut. |
| 257 | +- Support for proper render target load/store actions on mobile (2018.2). |
| 258 | + |
| 259 | +### Changed |
| 260 | +- Slightly improved speed & quality of Temporal Anti-aliasing. |
| 261 | +- Improved volume texture blending. |
| 262 | +- Improved support for LDR Luts of sizes other than 1024x32. ([#507](https://github.com/Unity-Technologies/PostProcessing/issues/507)) |
| 263 | +- Bloom's `Fast Mode` has been made faster. |
| 264 | +- Depth of Field focus is now independent from the screen resolution. |
| 265 | +- The number of variants for some shaders has been reduced to improve first-build speed. The biggest one, Uber, is down to 576 variants. |
| 266 | + |
| 267 | +## [2.0.3-preview] - 2018-03-13 |
| 268 | + |
| 269 | +### Fixed |
| 270 | +- Disabled debug compute shaders on OpenGL ES3 to avoid crashes on a lot of Android devices. |
| 271 | +- `NullReferenceException` while mixing volumes and global volumes. ([#498](https://github.com/Unity-Technologies/PostProcessing/issues/498)) |
| 272 | + |
| 273 | +### Changed |
| 274 | +- Improved performances when blending between identical textures. |
| 275 | + |
| 276 | +## [2.0.2-preview] - 2018-03-07 |
| 277 | + |
| 278 | +This is the first release of *PostProcessing*. |
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