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