17 KiB
17 KiB
Changelog
All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.
[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 & OffsetandBlend Mode (Add / Subtract)for alpha maskLUTfor 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 Strengthbeing 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 Modefor 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 Modefor normal map 2ndCull Modefor main color 2nd / 3rdReceive Shadowto 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, andOpenGLCorefor the API on the editor.
[1.3.0] - 2022-06-25
Added
Receive Shadowto 2nd / 3rd shadowsFlatto shadow mask typeZ Bias,Highlight,Remove 0 width verticesandDisable in VRto outlineShadow Caster Biasto rendering settings- Fur mesh division type
GSAAandBlending Modeto reflectionLODto strength / blur / AO mask of shadowsMain Color Powerto backlight, MatCaps, rim light, emissionsMaskfor shape andRandomizefor 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 distanceof the outline to be adjustable steplessly - Adjusted the initial value of
Light Direction Override - Changed to set shader settings automatically
- Split
ContrastintoDensityandSensitivity - Changed POM to parameter
- Expanded preset
- Changed to save
Setup from FBXpresets in shader settings - Changed to preserve
Light Direction Overrideproperty inFix 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_MainTexproperty - Fixed an issue where
Light Direction Overridewas 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 2019.4.10f1and earlier - Fixed an issue where the ForwardAdd path did not work well in custom shaders
[1.2.11] - 2022-03-28
Added
Ignore border propertiesproperty for AO Map (blend AO Map after toon processing)Post Contrastproperty for glitterUV Modeproperty 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 Strengthof 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 propertiesto 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 Cancellerwhen the near clip value is large - Replace
UnpackNormalScale()tolilUnpackNormalScale() - 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 Fallbacksettings were not copied inRemove Unused Properties - Fixed
VRCFallbacktag 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 lightingwasn'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
Randomizeproperty for fur- Add the same properties to the fur as a normal shader
Optimize for submission to the eventbutton 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 followingto 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 Strengthto 0 - Changed the default value of
Lower brightness limitto 0.05 - Changed the name of the lighting preset from
StabletoSemi-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 limitnot 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 Strengthto each functionBlurproperties 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
BorderandBlurproperties for toon specular- UV Mode in Emission
uint vertexID : SV_VertexIDto 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 SpecularpropertyBackface Maskproperty 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 limitandMonochrome lightingandLight Direction Overrideproperties- Backlight function
Root Widthproperty to fur shaderShadow MaskandVR Parallax Strengthproperty 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 PowertoContrastin Shadow Setting - Supports switching of
AlphaToMask - Changed
RenderTypeof transparent shader toTransparent Cutout - Changed the default value of
Environment strength on shadow colorto 0 - Move change log to
CHANGELOG.mdandCHANGELOG_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 FadeandDissolvetransparency - Fixed error in Unity 2019 URP
[1.1.6] - 2021-08-17
Added
Fix Nowbutton 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 SettingRemove unused properties, optimizes materials so that turning on additional shader settings does not affect their appearanceSetup 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 Unlitparameter 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 Lightingbreaking 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