# Changelog All notable changes to this project will be documented in this file. The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/), and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). ## [1.3.6] - 2022-09-10 ### Fixed - Fixed shader property stringification bug - Fixed UV for reflection shader - Fixed missing localization ## [1.3.5] - 2022-09-06 ### Added - LightMode override - `Tiling & Offset` and `Blend Mode (Add / Subtract)` for alpha mask - `LUT` for shadow color - Support for `Forward+` (URP) - Added option to reflect light emission in lightbake - Lock for `Shader Setting` - Bug report generator (`GameObject/lilToon/[Debug] Generate bug report`) ### Fixed - Fixed error in VRChat World SDK - Fixed `Vertex Light Strength` being ignored - Fixed custom shaders not being scanned during optimization - Fixed light layers in URP - Fixed UV calculation when resolution is changed with `ScalableBufferManager.ResizeBuffers()` ## [1.3.4] - 2022-07-30 ### Added - Warning when using variants with GrabPass or geometry shader in project for cluster - ChilloutVR avatar build optimization ### Fixed - Fixed an issue that could cause script errors - Fixed color value after optimization - Fixed ForwardAdd lighting - Fixed an issue where additional lights would not work after build on URP ## [1.3.3] - 2022-07-27 ### Added - `UV Mode` for glitter mask ### Fixed - Fixed that the main color 2nd and 3rd dissolve may not work properly after optimization - Fixed an issue where shaders might not work well after optimization under some conditions - Fixed ambient lighting in URP - Fixed an issue with mixed line feed codes on Mac - Fixed an error in lilToonMulti - Fixed shader rewriting at startup not working properly in OpenGL ## [1.3.2] - 2022-07-20 ### Added - `UV Mode` for normal map 2nd - `Cull Mode` for main color 2nd / 3rd - `Receive Shadow` to outline highlight - Extended 2 pass transparent shader - Function to make variables constant in VRChat avatar builds - Dialog if old package is imported ### Changed - Changed the sampler of the normal map 2nd to `Repeat` - Changed to move the calculation of point light, spot light and area light to the pixel shader in HDRP and also calculate the light direction - Adjusted GUI a little - Optimized build time - Formatted `lilToonSetting.json` - Changed to use ForwardAdd pass in 2 pass transparent shader - Unified file names for texture baking ### Fixed - Fixed a error in gem shader's GUI - Fixed to use RGB channel in matcap 2nd mask - Fixed toolchips - Fixed the material not being fixed in `Fix Lighting` - Fixed dissolve sometimes being removed during shader optimization ## [1.3.1] - 2022-06-28 ### Added - Option to not optimize during VRChat avatar test build ### Fixed - Fixed a problem that drawing cannot be done correctly when the texture import setting is Clamp in the main color 2nd and 3rd. - Fixed an issue where the maximum number of textures was exceeded when using `OpenGLES2`,` OpenGLES3`, and `OpenGLCore` for the API on the editor. ## [1.3.0] - 2022-06-25 ### Added - `Receive Shadow` to 2nd / 3rd shadows - `Flat` to shadow mask type - `Z Bias`, `Highlight`, `Remove 0 width vertices` and `Disable in VR` to outline - `Shadow Caster Bias` to rendering settings - Fur mesh division type - `GSAA` and `Blending Mode` to reflection - `LOD` to strength / blur / AO mask of shadows - `Main Color Power` to backlight, MatCaps, rim light, emissions - `Mask` for shape and `Randomize` for particle size to glitter - The function to fill the backface with a single color - Metal MatCap and preset - Circular tangent map - Shape textures for glitter - Avoid errors when overwriting with an older version - Extension of custom shader function - URP and HDRP compatible 2 pass fur shader ### Changed - Improved alpha mask GUI - Changed the `Fix width by distance` of the outline to be adjustable steplessly - Adjusted the initial value of `Light Direction Override` - Changed to set shader settings automatically - Split `Contrast` into `Density` and `Sensitivity` - Changed POM to parameter - Expanded preset - Changed to save `Setup from FBX` presets in shader settings - Changed to preserve `Light Direction Override` property in `Fix lighting` - Retune fur preset - Improved lighting with Spot Light and Point Light in URP ### Fixed - Fixed an issue where fog wasn't working well in URP - Fixed baking process when using other than PNG / JPG format for texture - Added `[MainTexture]` to the `_MainTex` property - Fixed an issue where `Light Direction Override` was affecting ShadeSH9 calculations - Fixed an issue where lilToonMulti shader variants were being reduced too much at build - Fixed outline mask not working well in lilToonLite ### Removed - Support for Unity 2017 ## [1.2.12] - 2022-03-31 ### Fixed - Fixed an issue where custom shaders would give an error in `Unity 2019.4.10f1` and earlier - Fixed an issue where the ForwardAdd path did not work well in custom shaders ## [1.2.11] - 2022-03-28 ### Added - `Ignore border properties` property for AO Map (blend AO Map after toon processing) - `Post Contrast` property for glitter - `UV Mode` property for main color 2nd / 3rd - An option to determine the normal direction using vertex color for outline - New format for custom shaders ### Changed - Migrated the contents of developer documentation to online - Removed template for legacy custom shaders ### Fixed - Fixed shadows not being applied in the ForwardAdd pass of lilToonMulti - Fixed the `Normal Map Strength` of rim light and MatCap not working well in gem - Fixed the appearance of fur in ForwardAdd - Fixed Z-fighting for 2 pass fur - Fixed an issue where polygons might disappear at the edge of the field of view in the tessellation shader - Fixed behavior in VR (URP / HDRP) - Changed the method of`Remove unused properties` to via SerializedObject ## [1.2.10] - 2022-03-06 ### Added - Added an editor (`Window/_lil/[Beta] lilToon Multi-Editor`) that allows editing multiple shader variants at the same time ### Changed - Disable the `Distance Clipping Canceller` when the near clip value is large - Replace `UnpackNormalScale()` to `lilUnpackNormalScale()` - Changed to correct the SH light direction ### Fixed - Fixed an issue where the normal map scale was not applied in the fur shader - Fixed the multi-editing of some properties - Fixed an issue where RenderQueue changed in lilToonMulti would revert back when restarting UnityEditor - Fixed an issue where `Custom Safety Fallback` settings were not copied in `Remove Unused Properties` - Fixed `VRCFallback` tag not being saved in some cases ## [1.2.9] - 2022-02-04 ### Added - Added cubemap fallback / override - Added preset button to MatCap UV settings ### Changed - Moved shader settings to tab ### Fixed - Fixed an issue where `Fix lighting` wasn't showing up in the right-click menu - Fixed refraction shader getting too bright in ForwardAdd ## [1.2.8] - 2022-01-30 ### Added - 3rd shadow - `Randomize` property for fur - Add the same properties to the fur as a normal shader - `Optimize for submission to the event` button and the function to automatically optimize shader settings before build (only available when VRCSDK for world is imported) - Reduce the build size of shaders that use shader keywords - 2 pass (cutout & transparent) fur shader - Default settings for material parameters applied by`[lilToon] Fix Lighting` - Added shader settings to reduce build size - Added `Object following` to light direction override ### Changed - Changed to use G channel of shadow blur map as strength of 2nd shadow blur - Changed distance clipping canceller of lilToonMulti to parameter - Changed to apply spotlight shape even with transparent fur shader - Changed to apply the ForwardAdd pass to the outline - Changed the default value of `Vertex Light Strength` to 0 - Changed the default value of `Lower brightness limit` to 0.05 - Changed the name of the lighting preset from `Stable` to `Semi-monochrome` - Changed to apply shadow even in ForwardAdd pass - Adjusted GUI a little - Changed to apply shader settings automatically when the shader settings menu is closed - Changed the cutout value range from -0.001 to 1.001 - Organized the right-click menu - Changed the outline so that it is not blurred by DOF ### Fixed - Fixed the `Upper brightness limit` not being able to be changed in ForwardAdd pass - Fixed an issue where the refraction shader blur strength had changed with the Clipping distance ## [1.2.7] - 2021-12-13 ### Added - Normal map for adjusting the direction of pushing out the outline - Outline / Fur only shader - Property to adjust the strength of parallax during VR to rim light ### Changed - Show render queue in base settings as well - Disable stencil in HDRP - Changed so that fur shadows appear stronger in HDRP ### Fixed - Fixed refraction shader behavior in Single Pass Instanced - Fixed render queue for transparent shaders in HDRP - Fixed motion vector in HDRP ## [1.2.6] - 2021-12-01 ### Added - Custom UV for some textures - `Normal Map Strength` to each function - `Blur` properties for MatCap - Adjustment properties to alpha mask and AO mask - Properties for non-AudioLink compatible worlds - Spectrum display for AudioLink - A feature to customize shader safety fallback in VRChat ### Changed - Changed to use G channel of AO map as range of 2nd shadow color - Changed to use each RGB channel of a MatCap mask - Changed to remove custom UVs that had little impact on performance from shader settings and always enable them - Changed sampler to trilinear ### Fixed - Fixed an issue where the ForwardAdd path did not reflect the transparency of the refraction shader - Fixed refraction / gem shader rendering - Fixed an issue where the tessellation shader wasn't handling fogs well - Fixed an issue where MatCap uv calculation of lite version wasn't working well in HDRP ## [1.2.5] - 2021-11-21 ### Fixed - Fixed an issue where the fur shader wasn't handling fogs well ## [1.2.4] - 2021-11-20 ### Added - `Border` and `Blur` properties for toon specular - UV Mode in Emission - `uint vertexID : SV_VertexID` to the input of the appdata structure - Support for Light Layers (URP) ### Changed - Changed the display timing of the dialog for the function to scan shader settings from material animation - Adjusted GUI a little - Reduced the number of interpolators - Changed algorithm for toon specular - Changed function when skipping outline of lilToonMulti ### Fixed - Fixed an issue where the worlds that do not support AudioLink could not be determined properly - Fixed an issue where the environment light strength property was not applied in the fur shader - Fixed ZWrite being turned off when switching rendering mode in transparent fur shader of lilToonMulti - Fixed behavior when UV scrolling and rotation are used together ## [1.2.3] - 2021-10-30 ### Added - Extended UV settings for MatCap - Anisotropic reflection - Changed main color properties to be saved in _BaseMap, _BaseColorMap and _BaseColor - `Multi Light Specular` property - `Backface Mask` property to MatCap, rim light, glitter, and backlight ### Changed - Changed the RenderQueue of the opaque material in the Stencil settings button to match AlphaTest ### Fixed - Fixed an issue where the preset RenderQueue was not being applied - Fixed fur masking to be applied after fur processing - Fixed an issue where shader rewriting was not being done properly in the UPM version - Fixed missing localization - Fixed an issue where a material would become dark in Planer Reflection when using Exposure in HDRP (HDRP 11.0.0 or later) - Fixed an issue that caused parallax in distance fade ## [1.2.2] - 2021-10-18 ### Added - Add a button to change lighting settings with one click ### Fixed - Fixed an issue where MatCap's custom normal map was not working - Fixed an issue with tessellation splitting at long range - Fixed an issue where some properties might not be scanned in the auto shader setting ## [1.2.1] - 2021-10-17 ### Fixed - Fixed an issue where the fur length property was not working - Fixed log date ## [1.2.0] - 2021-10-17 ### Added - New support for HDRP - `Upper brightness limit` and `Monochrome lighting` and `Light Direction Override` properties - Backlight function - `Root Width` property to fur shader - `Shadow Mask` and `VR Parallax Strength` property to MatCap - Menu to the property blocks (multiple properties can now be copied and pasted at once) - Function for shifting the backface UV - One pass / two pass variations to the transparent shader - Shader variation that use shader keywords - Warning when selecting anything other than a material while the preset save window is open - Macros for creating custom shaders - Template of custom shader ### Changed - Changed RenderQueue of transparent shader to 2460 (added space for stencil) - Changed RenderQueue of refraction shader to 2900 (avoid hiding through transparent materials) - Changed to allow negative values for refraction strength - Changed MatCap UVs to face the front even at the edge of the screen - Renamed `Main Color Power` to` Contrast` in Shadow Setting - Supports switching of `AlphaToMask` - Changed `RenderType` of transparent shader to` Transparent Cutout` - Changed the default value of `Environment strength on shadow color` to 0 - Move change log to `CHANGELOG.md` and `CHANGELOG_JP.md` ### Fixed - Fixed an issue where Parent Constraint could not be edited in play mode - Fixed an issue where refraction shaders could interfere with some assets under certain conditions - Fixed an issue where the SamplerState of the main texture was not being retrieved properly ### Removed - Some hlsl files ## [1.1.8] - 2021-08-31 ### Added - lilToonGem and lilToonFakeShadow - UV1 for glitter - Property to adjust the strength of parallax during VR to glitter ### Fixed - Fixed emission color space - Fixed an issue where glitter properties were not scanned when importing - Fixed an issue where meshes were not decrypted on some paths when using Avater Encryption ## [1.1.7] - 2021-08-29 ### Added - Color code next to HDR color picker (Unity 2019 or later) - Mask to main color correction - Distance fade to main color 2nd / 3rd - Glitter function ### Changed - Changed main color's color picker to HDR - Changed transform calculation - Moved some processing to the vertex shader for optimization ### Fixed - Fixed UPM import - Fixed `Distance Fade` and `Dissolve` transparency - Fixed error in Unity 2019 URP ## [1.1.6] - 2021-08-17 ### Added - `Fix Now` button to help box ### Changed - Changed the default value of ZTest in outline from LessEqual to Less ### Fixed - Fixed an issue where shadows were weakened when using `Lower brightness limit` ## [1.1.5] - 2021-08-08 ### Added - Added `When in trouble...` - Added on / off of Z-axis rotation cancellation of MatCap ### Changed - Improved transparency processing - Organize the UI ### Fixed - Fixed shader folder to be movable - Fixed an issue where opaque materials would show alpha mask properties - Fixed some translations ## [1.1.4] - 2021-07-31 ### Added - Auto-scan materials and animations when importing unitypackage - `Auto shader setting`, which scans all materials and animations in the project and automatically optimizes Shader Setting - `Remove unused properties`, optimizes materials so that turning on additional shader settings does not affect their appearance - `Setup from FBX`, automatically generate materials from FBX files, apply presets, outline mask, and shadow mask - Length mask to fur shader - Lock for `Shader Setting` ### Changed - Changed the display name of some properties (`Environment Strength` → `Environment strength on shadow color`, `Fix Width` → `Fix width by distance`) - Inspector will be preserved in play mode - Changed the `As Unlit` parameter of the fur shader to a slider ## [1.1.3] - 2021-07-24 ### Fixed - Fixed problem with Inspector not showing up when version check fails - Fixed `[lilToon] Fix Lighting` breaking when an object has a Cloth component or no bones ## [1.1.2] - 2021-07-20 ### Added - Custom normal map for MatCap - Customization of Rim Light by light direction - One-click lighting settings for meshes and materials ### Changed - Outline width can now be set to any value - Alpha masks can now be applied to outline ## [1.1.1] - 2021-07-16 ### Added - Shader Refresh in menu - Show warning when property alpha is 0 ### Fixed - Support for changing editor theme ## [1.1] - 2021-07-15 ### Added - Alpha Mask - MatCap 2nd - Properties to adjust Lower brightness limit and vertex light strength - Warnings for high-load functions (refraction / POM) ### Fixed - Fixed a bug where CascadeShadow was not working properly in URP - Fixed a bug in MatCap where "Apply Lighting" was not working properly - Added references ## [1.0] - 2021-07-12 [YANKED]