CHANGELOG.md 41 KB

Changelog

All notable changes to this package will be documented in this file.

The format is based on Keep a Changelog and this project adheres to Semantic Versioning.

[12.1.6] - 2022-02-09

Version Updated The version number for this package has increased due to a version update of a related graphics package.

[12.1.5] - 2022-01-14

Fixed

  • Unexpected possible connection between GPUEvent and Spawn context Case 1362739
  • Fix bounds helper tool (automatic systems culling, world bounds computation, ...)
  • Editing the values in the graph did not impact the system in real-time after saving Case 1371089
  • Collision with zero scale lead to undefined behavior Case 1381562
  • Enable/disable state of VFX blocks and operators are preserved after copy/paste
  • Blackboard "Add" button for output could be hidden when the panel is too small (https://issuetracker.unity3d.com/product/unity/issues/guid/1389927/)
  • No more exception raised when selecting all nodes with CTRL+A and then deleting them
  • Forbid pasting a subgraph in the same subgraph Case 1364480
  • Particle Strip without lifetime do not die when Alive is set to false. Case 1376278
  • Resize custom operator (multiply, add...) to the minimum size when changing input types
  • Fixed an exception when setting when changing the space of a shape to world Case 1389076
  • Picking and Selection passes Case 1382788, Case 1402283

[12.1.4] - 2021-12-07

Fixed

  • Fixed null reference exception when opening another VFX and a debug mode is enabled Case 1347420

[12.1.3] - 2021-11-17

Fixed

  • Automatically offset contexts when a new node is inserted to avoid overlapping

[12.1.2] - 2021-10-22

Fixed

[12.1.1] - 2021-10-04

Version Updated The version number for this package has increased due to a version update of a related graphics package.

[12.1.0] - 2021-09-23

Fixed

  • Compilation error while using not exposed texture in ShaderGraph Case 1367167

[12.0.0] - 2021-01-11

Added

  • Added support for Texture2D Arrays in Flipbooks
  • Added new setting in "Preferences -> Visual Effects" to control the fallback behavior of camera buffers from MainCamera node when the main camera is not rendered.
  • Sample vertices of a transformed skinned mesh with Position (Skinned Mesh) and Sample Skinned Mesh operator.
  • Placement option (Vertex, Edge, Surface) in Sample Mesh & Skinned Mesh, allows triangle sampling.
  • Material Offset setting in inspector of the rendered outputs.
  • Restore "Exact Fixed Time Step" option on VisualEffectAsset.
  • Support 2D Renderer in URP for Unlit.
  • New tool to help set VFX Bounds
  • New tool : Signed Distance Field baker.
  • Provide explicit access to spawnCount in graph
  • Support of direct link event to initialize context (which support several event within the same frame)
  • Structured Graphics Buffer support as exposed type
  • Added HDRP Decal output context.
  • Motion vectors enabled for particle strips
  • Added Is Inside subgraph into VFX Graph additions package
  • The VFX editor automatically attach to the current selection if the selected gameobject uses the currently edited VFX asset
  • Two new buttons are available in the editor's tool bar. One will display a popup panel to handle attachement and one to lock/unlock the current attachement

Changed

  • Allow remaking an existing link.
  • Sphere and Cube outputs are now experimental
  • Property Binder : Handle Remove Component removing linked hidden scriptable objectfields
  • Property Binder : Prevent multiple VFXPropertyBinder within the same game object
  • Transform integrated to VFXTypes : Circle, ArcCircle, Sphere, ArcSphere, Torus, ArcTorus, Cone, ArcCone

Fixed

  • VFXEventBinderBase throwing a null reference exception in runtime
  • Unexpected compilation warning in VFXMouseBinder Case 1313003
  • Prevent creation of subgraph containing only partial systems Case 1284053
  • Prevent pasting context within operator/block subgraph Case 1235269
  • VFXEventBinderBase throwing a null reference exception in runtime
  • Fix CameraFade for shadow maps Case 1294073
  • Modified Sign operator node output for float when input is 0.0f Case 1299922
  • An existing link can be remade.
  • Use alphabetical order in type list in blackboard "+" button Case 1304109
  • Consistently displays the Age Particles checkbox in Update context Case 1221557
  • Fix compute culling compilation in URP Case 1309174
  • pCache: Unexpected ditable field in Mesh Statistics, Save & Cancel pCache, error trying to access not readable texture Case 1122417
  • Handle correctly locked VisualEffectAsset with version control system Case 1261051
  • Artefact in VFXView using efficient debug mode in component target board Case 1243947
  • Sample Mesh Color when value is stored as float.
  • Compilation error due to direct access to GetWorldToObjectMatrix instead of VFXGetWorldToObjectMatrix Case 1308481
  • Prevent infinite compilation loop Case 1298466
  • Remove some useless compilation triggers (modifying not connected or disabled nodes for instance)
  • Tidy up of platform abstraction code for random number generation, requires a dependency on com.unity.render-pipelines.core for those abstractions.
  • Fixed shader compilation errors with textures in shader graph Case 1309219
  • Fixed issue with VFX using incorrect buffer type for strip data
  • Safe Normalization of Cross Products in Orient blocks Case 1272724
  • Property Binder : Undo after reset Case 1293794
  • Property Binder : Allow copy/past from a game object to another
  • Deleting a context node and a block while both are selected throws a null ref exception. Case 315578
  • Target GameObject attach button does not allow attaching a valid VFX if the last selection was invalid. Case 1312178
  • Deleting flow edge between Init and Update throw an invalid opeation exception Case 1315593
  • Regression with some settings not always triggering a recompilation Case 1322844
  • Having more than five GPU Event output leads to "unexpected token 'if" at compilation Case 1323434
  • Deleted properties still show up in the inspector Case 1320952
  • Exception in VFXFilterWindow if search field is empty Case 1235269
  • Fixed null reference exception when exposing Camera type in VFX graph Case 1315582
  • Fixed VFX with output mesh being always reimported Case 1309753
  • Modified state in the VFX tab has now a correct state
  • Motion Vector map sampling for flipbooks were not using correct mips
  • Remove unexpected expression in spawn context evaluation Case 1318412
  • Fix unexpected Spawn context execution ordering
  • Fix incorrect buffer type for strips
  • Enabled an optimization for motion vectors, storing projected positions for vertices instead of the transform matrix
  • In the Gradient editor undo will now properly refresh the gradient preview (color swatches)
  • Eye dropper in the color fields kept updating after pressing the Esc key
  • Sticky notes can now be deleted through contextual manual menu
  • Blackboard fields can now be duplicated either with a shortcut (Ctrl+D) or with a contextual menu option
  • Properties labels do not overlap anymore
  • VFX Graph operators keep the same width when expanded or collpased so that the button does not change position
  • Fix Soft Particle depth computation when using an orthographic camera Case 1309961
  • When adding a new node/operator in the graph editor and using the search field, the search results are sorted in a smarter way
  • Unexpected operator and block removal during migration Case 1344645
  • Inspector group headers now have a better indentation and alignment
  • Zoom and warning icons were blurry in the "Play Controls" and "Visual Effect Model" scene overlays
  • Random crash using subgraph Case 1345426
  • Fixed Collision with Depth Buffer when using Orthographic camera Case 1309958
  • Fix culling of point output Case 1225764
  • Compilation issue when normal is used in shadergraph for opacity with unlit output
  • Fix Exception on trying to invert a degenerate TRS matrix Case 1307068
  • Fix IsFrontFace shader graph node for VFX.
  • Fix crash when loading SDF Baker settings holding a mesh prefab Case 1343898
  • Exception using gizmo on exposed properties Case 1340818
  • GPU hang on some initialize dispatch during dichotomy (platform specific)
  • Compilation error undeclared identifier 'Infinity' Case 1328592
  • Exposed Parameter placement can be moved after sanitize
  • Fix rendering artifacts on some mobile devices Case 1149057
  • Fix compilation failure on OpenGLES Case 1348666
  • Don't open an empty VFX Graph Editor when assigning a VFX Asset to a Visual Effect GameObject from the inspector Case 1347399
  • Visual Effect inspector input fields don't lose focus anymore while typing (Random seed)
  • Prevent vector truncation error in HDRP Decal template
  • Unexpected compilation error while modifying ShaderGraph exposed properties Case 1361601
  • Compilation issue while using new SG integration and SampleTexture/SampleMesh Case 1359391
  • Eye dropper in the color fields kept updating after pressing the Esc key
  • Prevent vfx re-compilation in some cases when a value has not changed
  • Prevent VFX Graph compilation each time a property's min/max value is changed
  • Exposed Camera property fails to upgrade and is converted to a float type Case 1357685
  • Fix SDF Baker fail on PS4 & PS5 Case 1351595
  • Fix potential infinite compilation when using subgraphs Case 1346576
  • Prevent out of sync serialization of VFX assets that could cause the asset to be dirtied without reason
  • Fix undetermitism in space with LocalToWorld and WorldToLocal operators Case 1355820
  • Added a missing paste option in the context menu for VFX contexts. Also the paste options is now disabled when uneffective
  • Rename "Material Offset" to "Sorting Priority" in output render state settings Case 1365257
  • No more performance drop when Windows screen DPI setting is set to custom values (like 125%)

[11.0.0] - 2020-10-21

Added

  • Added new setting to output nodes to exclude from TAA
  • New Sample Point cache & Sample Attribute map operators

Changed

  • Changed the "Edit" button so it becomes "New" when no asset is set on a Visual Effect component, in order to save a new visual effect graph asset.

Fixed

[10.2.0] - 2020-10-19

Added

  • Warning using Depth Collision on unsupported scriptable render pipeline.
  • Warning in renderer inspector using Light Probe Proxy Volume when this feature isn't available.
  • New operator : Sample Signed distance field
  • New Position on Signed Distance Field block
  • Added command to delete unuser parameters.
  • Harmonized position, direction and velocity composition modes for position (shape, sequential, depth) and Velocity from Direction & Speed blocks
  • New particle strip attribute in Initialize: spawnIndexInStrip
  • Added Get Strip Index subgraph utility operator in Additional Samples
  • Added Encompass (Point) subgraph utility operator in Additional Samples

Fixed

  • "Create new VisualEffect Graph" creates a graph from the default template Case 1279999
  • Fix Case 1268977
  • Fix Case 1114281
  • Forbid creation of context in VisualEffectSubgraphBlock through edge dropping. No context should be allowed.
  • Fix Case 1199540
  • Fix Case 1219072
  • Fix Case 1211372
  • Fix Case 1262961
  • Fix Case 1268354
  • Fix VFX Graph window invalidating existing Undo.undoRedoPerformed delegates.
  • Fix for VisualEffect prefab override window Case 1242693
  • Fix Case 1281861
  • Unexpected exception while installing samples inside an URP project Case 1280065
  • Fix edited operator being collapsed Case 1270517
  • Filters out renderer priority on SRP which doesn't support this feature.
  • Fallback to builtIn rendering layer if srpAsset.renderingLayerMaskNames returns null.
  • Fix missing prepass in URP Case 1169487
  • Fix SubPixelAA block while rendering directly in backbuffer.
  • Property Binder : Incorrect Destroy called from edit mode. Case 1274790
  • Property Binder : Unexpected null reference exception while using terrain binder. Case 1247230
  • Property Binder : HierarchyRoot null reference exception while using Hierarchy to Attribute Map. Case 1274788
  • Property Binder : Properties window isn't always up to date. Case 1248711
  • Property Binder : Avoid Warning while building on Mobile "Presence of such handlers might impact performance on handheld devices." when building for Android" Case 1279471
  • Fixed case 1283315
  • Addressing for mirror and clamp modes in sequential operators and blocks
  • Incorrect volume spawning for Sphere & Circle with thickness absolute
  • Fix View Space Position is VFX Shadergraph Case 1285603
  • Fix Case 1268354
  • Fixed rare bug causing the vfx compilation to do nothing silently.
  • Fixed vfx compilation when a diffusion profile property is added to a vfx shadergraph
  • SpawnOverDistance spawner block now behaves correctly
  • Quad strip outputs take into account orientation block
  • Fixed Random Vector subgraph utility operator in Additional Samples
  • Fixed Set Strip Progress Attribute utility block in Additional Samples
  • Fix Case 1255182
  • Remove temporarily "Exact Fixed Time Step" option on VisualEffectAsset to avoid unexpected behavior
  • Disable implicit space transformations in sublock graphs as they led to unexpected behaviors

[10.1.0] - 2020-10-12

Added

  • Compare operator can take int and uint as inputs
  • New operator : Sample Signed distance field
  • New WorldToViewportPoint operator
  • New ViewportToWorldPoint operator
  • Added Output Event Handler API
  • Added Output Event Handler Samples
  • Added ExposedProperty custom Property Drawer
  • Error display within the graph.

Fixed

  • Mesh Sampling incorrect with some GPU (use ByteAddressBuffer instead of Buffer)
  • Fix for node window staying when clicking elsewhere
  • Make VisualEffect created from the GameObject menu have unique names Case 1262989
  • Missing System Seed in new dynamic built-in operator.
  • Prefab highlight missing for initial event name toggle Case 1263012
  • Correctly frame the whole graph, when opening the Visual Effect Editor
  • Optimize display of inspector when there is a lot of exposed VFX properties.
  • fixes the user created vfx default resources that were ignored unless loaded
  • fix crash when creating a loop in subgraph operators Case 1251523
  • fix issue with multiselection and objectfields Case 1250378
  • Normals with non uniform scales are correctly computed Case 1246989
  • Fix exposed Texture2DArray and Cubemap types from shader graph not being taken into account in Output Mesh Case 1265221
  • Allow world position usage in shaderGraph plugged into an alpha/opacity output Case 1259511
  • GPU Evaluation of Construct Matrix
  • Random Per-Component on Set Attribute in Spawn Context Case 1279294
  • Fix corrupted UI in nodes due to corrupted point cache files Case 1232867
  • Fix InvalidCastException when using byte properties in point cache files Case 1276623
  • Fix https://issuetracker.unity3d.com/issues/ux-cant-drag-a-noodle-out-of-trigger-blocks
  • Fix Case 1114281
  • Fix shadows not being rendered to some cascades with directional lights Case 1229972
  • Fix VFX Graph window invalidating existing Undo.undoRedoPerformed delegates.
  • Fix shadergraph changes not reflected in VisualEffectGraph Case 1278469
  • [10.0.0] - 2019-06-10

    Added

    • Tooltips for Attributes
    • Custom Inspector for Spawn context, delay settings are more user friendly.
    • Quick Expose Property : Holding Alt + Release Click in an Empty space while making property edges creates a new exposed property of corresponding type with current slot value.
    • Octagon & Triangle support for planar distortion output
    • Custom Z axis option for strip output
    • Custom Inspector for Update context, display update position/rotation instead of integration
    • Tooltips to blocks, nodes, contexts, and various menus and options
    • VFX asset compilation is done at import instead of when the asset is saved.
    • New operators: Exp, Log and LoadTexture
    • Duplicate with edges.
    • Right click on edge to create a interstitial node.
    • New quad distortion output for particle strips
    • New attribute for strips: particleCountInStrip
    • New options for quad strips texture mapping: swap UV and custom mapping
    • Naming for particles system and spawn context
    • Noise evaluation now performed on CPU when possible
    • Range and Min attributes support on int and uint parameters
    • New Construct Matrix from Vector4 operator
    • Allow filtering enums in VFXModels' VFXSettings.
    • Sample vertices of a mesh with the Position (Mesh) block and the Sample Mesh operator
    • New built-in operator providing new times access
    • More efficient update modes inspector
    • Ability to read attribute in spawn context through graph
    • Added save button to save only the current visual effect graph.
    • Added Degrees / Radians conversion subgraphs in samples
    • uint parameter can be seen as an enum.
    • New TransformVector4 operator
    • New GetTextureDimensions operator
    • Output Event context for scripting API event retrieval.
    • per-particle GPU Frustum culling
    • Compute culling of particle which have their alive attribute set to false in output
    • Mesh and lit mesh outputs can now have up to 4 differents meshes that can be set per Particle (Experimental)
    • Screen space per particle LOD on mesh and lit mesh outputs (Experimental)

    Fixed

    • Moved VFX Event Tester Window visibility to Component Play Controls SceneView Window
    • Universal Render Pipeline : Fog integration for Exponential mode Case 1177594
    • Correct VFXSettings display in Shader Graph compatible outputs
    • No more NullReference on sub-outputs after domain reload
    • Fix typo in strip tangent computation
    • Infinite recompilation using subgraph Case 1186191
    • Modifying a shader used by an output mesh context now automatically updates the currently edited VFX
    • Possible loss of shadergraph reference in unlit output
    • ui : toolbar item wrap instead of overlapping.
    • Selection Pass for Universal and High Definition Render Pipeline
    • Copy/Paste not deserializing correctly for Particle Strip data
    • WorldPosition, AbsoluteWorldPosition & ScreenPos in shadergraph integration
    • Optimize VFXAssetEditor when externalize is activated
    • TransformVector|Position|Direction & DistanceToSphere|Plane|Line have now spaceable outputs
    • Filter out motion vector output for lower resolution & after post-process render passes Case 1192932
    • Sort compute on metal failing with BitonicSort128 Case 1126095
    • Fix alpha clipping with shader graph
    • Fix output settings correctly filtered dependeing on shader graph use or not
    • Fix some cases were normal/tangent were not passes as interpolants with shader graph
    • Make normals/tangents work in unlit output with shader graph
    • Fix shader interpolants with shader graph and particle strips
    • SpawnIndex attribute is now working correctly in Initialize context
    • Remove useless VFXLibrary clears that caused pop-up menu to take long opening times
    • Make sure the subgraph is added to the graph when we set the setting. Fix exception on Convert To Subgraph.
    • Subgraph operators appear on drag edge on graph.
    • Sample Scene Color & Scene Depth from Shader Graph Integration using High Definition and Universal Render Pipeline
    • Removed Unnecessary reference to HDRP Runtime Assembly in VFX Runtime Assembly
    • Allow alpha clipping of motion vector for transparent outputs Case 1192930
    • subgraph block into subgraph context no longer forget parameter values.
    • Fix exception when compiling an asset with a turbulence block in absolute mode
    • Fixed GetCustomAttribute that was locked to Current
    • Shader compilation now works when using view direction in shader graph
    • Fix for destroying selected component corrupt "Play Controls" window
    • Depth Position and Collision blocks now work correctly in local space systems
    • Filter out Direction type on inconsistent operator Case 1201681
    • Exclude MouseEvent, RigidBodyCollision, TriggerEvent & Sphere binders when physics modules isn't available
    • Visual Effect Activation Track : Handle empty string in ExposedProperty
    • in some cases AABox position gizmo would not move when dragged.
    • Inspector doesn't trigger any exception if VisualEffectAsset comes from an Asset Bundle Case 1203616
    • OnStop Event to the start of a Spawn Context makes it also trigger when OnPlay is sent Case 1198339
    • Remove unexpected public API : UnityEditor.VFX.VFXSeedMode & IncrementStripIndexOnStart
    • Fix yamato error : check vfx manager on domain reload instead of vfx import.
    • Filter out unrelevant events from event desc while compiling
    • Missing Packing.hlsl include while using an unlit shadergraph.
    • Fix for nesting of VFXSubgraphContexts.
    • Runtime compilation now compiles correctly when constant folding several texture ports that reference the same texture Case 1193602
    • Fix compilation error in runtime mode when Speed Range is 0 in Attribute By Speed block Case 1118665
    • NullReferenceException while assigning a null pCache Case 1222491
    • Add message in inspector for unreachable properties due to VisualEffectAsset stored in AssetBundle Case 1193602
    • pCache importer and exporter tool was keeping a lock on texture or pCache files Case 1185677
    • Convert inline to exposed property / Quick expose property sets correct default value in parent
    • Age particles checkbox was incorrectly hidden Case 1221557
    • Fix various bugs in Position (Cone) block Case 1111053
    • Handle correctly direction, position & vector types in AppendVector operator Case 1111867
    • Fix space issues with blocks and operators taking a camera as input
    • Generated shaderName are now consistent with displayed system names
    • Remove some shader warnings
    • Fixed Sample Flipbook Texture File Names
    • Don't lose SRP output specific data when SRP package is not present
    • Fix visual effect graph when a subgraph or shader graph dependency changes
    • Support of flag settings in model inspector
    • height of initial event name.
    • fix colorfield height.
    • fix for capacity change for locked asset.
    • fix null value not beeing assignable to slot.
    • Prevent capacity from being 0 Case 1233044
    • Fix for dragged parameters order when there are categories
    • Avoid NullReferenceException in Previous Position Binder" component. Case 1242351
    • Don't show the blocks window when context cant have blocks
    • Prevent from creating a context in VisualEffectSugraphOperator by draggingfrom an output slot.
    • Avoid NullReferenceException when VisualEffectAsset is null if VFXPropertyBinder Case 1219061
    • Missing Reset function in VFXPropertyBinder Case 1219063
    • Fix issue with strips outputs that could cause too many vertices to be renderered
    • SpawnIndex attribute returns correct value in update and outputs contexts
    • Disable Reset option in context menu for all VFXObject Case 1251519 & Case 1251533
    • Avoid other NullReferenceException using property binders
    • Fix culture issues when generating attributes defines in shaders Case 1222819
    • Move the VFXPropertyBinder from Update to LateUpdate Case 1254340
    • Properties in blackboard are now exposed by default
    • Dissociated Colors for bool, uint and int
    • De-nicified attribute name (conserve case) in Set Custom Attribute title
    • Changed the default "No Asset" message when opening the visual effect graph window
    • Subgraphs are not in hardcoded categories anymore : updated default subgraph templates + Samples to add meaningful categories.
    • Fix creation of StringPropertyRM
    • Enum fields having headers show the header in the inspector as well.
    • Handle correctly disabled alphaTreshold material slot in shaderGraph.

    [7.1.1] - 2019-09-05

    Added

    • Moved High Definition templates and includes to com.unity.render-pipelines.high-definition package
    • Navigation commands for subgraph.
    • Allow choosing the place to save vfx subgraph.
    • Particle strips for trails and ribbons. (Experimental)
    • Shadergraph integration into vfx. (Experimental)

    Fixed

    • Using struct as subgraph parameters.
    • Objectproperty not consuming delete key.
    • Converting a subgraph operator inside a subgraph operator with outputs.
    • Selecting a GameObject with a VFX Property Binder spams exception.
    • Wrong motion vector while modifying local matrix of a VisualEffect.
    • Convert output settings copy.
    • Fixed some outputs failing to compile when used with certain UV Modes Case 1126200
    • Removed Gradient Mapping Mode from some outputs type where it was irrelevant [Case 1164045]
    • Soft Particles work with Distortion outputs Case 1167426
    • category rename rect.
    • copy settings while converting an output
    • toolbar toggle appearing light with light skin.
    • multiselection of gradient in visual effect graph
    • clipped "reseed" in visual effect editor
    • Unlit outputs are no longer pre-exposed by default in HDRP
    • Augmented generated HLSL floatN precision Case 1177730
    • Spherical coordinates to Rectangular (Cartesians) coordinates node input: angles are now expressed in radians
    • Turbulence noise updated: noise type and frequency can be specified Case 1141282
    • Color and Depth camera buffer access in HDRP now use Texture2DArray instead of Texture2D
    • Output Mesh with shader graph now works as expected

    [7.0.1] - 2019-07-25

    Added

    • Add Position depth operator along with TransformVector4 and LoadTexture2D expressions.

    Fixed

    • Inherit attribute block appears three times Case 1166905
    • Unexpected exception : Trying to modify space on a not spaceable slot error when adding collision or conform blocks Case 1163442

    [7.0.0] - 2019-07-17

    Added

    • Make multiselection work in a way that do not assume that the same parameter will have the same index in the property sheet.
    • auto recompile when changing shaderpath
    • auto recompile new vfx
    • better detection of default shader path
    • Bitfield control.
    • Initial Event Name inspector for visual effect asset and component
    • Subgraphs
    • Move HDRP outputs to HDRP package + expose HDRP queue selection
    • Add exposure weight control for HDRP outputs
    • Shader macros for XR single-pass instancing
    • XR single-pass instancing support for indirect draws
    • Inverse trigonometric operators (atan, atan2, asin, acos)
    • Replaced Orient : Fixed rotation with new option Orient : Advanced
    • Loop & Delay integrated to the spawn system
    • Motion Vector support for PlanarPrimitive & Mesh outputs

    Fixed

    • Handle a possible exception (ReflectionTypeLoadException) while using VFXParameterBinderEditor
    • Renamed Parameter Binders to Property Binders. (This will cause breaking serialization for these PropertyBinders : VFXAudioSpectrumBinder, VFXInputMouseBinder, VFXInputMouseBinder, VFXInputTouchBinder, VFXInputTouchBinder, VFXRaycastBinder, VFXTerrainBinder, VFXUIDropdownBinder, VFXUISliderBinder, VFXUIToggleBinder)
    • Renamed Namespace UnityEngine.Experimental.VFX.Utility to UnityEngine.VFX.Utility
    • Fix normal bending factor computation for primitive outputs
    • Automatic template path detection based on SRP in now working correctly

    [6.7.0-preview] - 2019-05-16

    Added

    • Distortion Outputs (Quad / Mesh)
    • Color mapping mode for unlit outputs (Textured/Gradient Mapped)
    • Add Triangle and Octagon primitives for particle outputs
    • Set Attribute is now spaceable on a specific set of attributes (position, velocity, axis...)
    • Trigger : GPUEvent Rate (Over time or Distance)

    Fixed

    • Fix shader compilation error with debug views
    • Improve AA line rendering
    • Fix screen space size block
    • Crash chaining two spawners each other Case 1135299
    • Inspector : Exposed parameters disregard the initial value Case 1126471
    • Asset name now displayed in compile errors and output context shaders
    • Fix for linking spawner to spawner while first spawner is linked to initialize + test
    • Fix space of spaceable slot not copy pasted + test
    • Position (Circle) does not take the Center Z value into account Case 1146850
    • Add Exposure Weight for emissive in lit outputs

    [6.6.0-preview] - 2019-04-01

    Added

    • Addressing mode for Sequential blocks
    • Invert transform available on GPU
    • Add automatic depth buffer reference for main camera (for position and collision blocks)
    • Total Time for PreWarm in Visual Effect Asset inspector
    • Support for unlit output with LWRP
    • Add Terrain Parameter Binder + Terrain Type
    • Add UI Parameter Binders : Slider, Toggle
    • Add Input Parameter Binders : Axis, Button, Key, Mouse, Touch
    • Add Other Parameter Binders : Previous Position, Hierarchy Attribute Map, Multi-Position, Enabled

    Fixed

    • Undo Redo while changing space
    • Type declaration was unmodifiable due to exception during space intialization
    • Fix unexpected issue when plugging per particle data into hash of per component fixed random
    • Missing asset reimport when exception has been thrown during graph compilation
    • Fix exception when using a Oriented Box Volume node Case 1110419
    • Add missing blend value slot in Inherit Source Attribute blocks Case 1120568
    • Visual Effect Inspector Cosmetic Improvements
    • Missing graph invalidation in VFXGraph.OnEnable, was causing trouble with value invalidation until next recompilation
    • Issue that remove the edge when dragging an edge from slot to the same slot.
    • Exception when undoing an edge deletion on a dynamic operator.
    • Exception regarding undo/redo when dragging a edge linked to a dynamic operator on another slot.
    • Exception while removing a sub-slot of a dynamic operator

    [6.5.0-preview] - 2019-03-07

    [6.4.0-preview] - 2019-02-21

    [6.3.0-preview] - 2019-02-18

    [6.2.0-preview] - 2019-02-15

    Changed

    • Code refactor: all macros with ARGS have been swapped with macros with PARAM. This is because the ARGS macros were incorrectly named

    Fixed

    • Better Handling of Null or Missing Parameter Binders (Editor + Runtime)
    • Fixes in VFX Raycast Binder
    • Fixes in VFX Parameter Binder Editor

    [6.1.0-preview] - 2019-02-13

    [6.0.0-preview] - 2019-02-23

    Added

    • Add spawnTime & spawnCount operator
    • Add seed slot to constant random mode of Attribute from curve and map
    • Add customizable function in VariantProvider to replace the default cartesian product
    • Add Inverse Lerp node
    • Expose light probes parameters in VisualEffect inspector

    Fixed

    • Some fixes in noise library
    • Some fixes in the Visual Effect inspector
    • Visual Effects menu is now in the right place
    • Remove some D3D11, metal and C# warnings
    • Fix in sequential line to include the end point
    • Fix a bug with attributes in Attribute from curve
    • Fix source attributes not being taken into account for attribute storage
    • Fix legacy render path shader compilation issues
    • Small fixes in Parameter Binder editor
    • Fix fog on decals
    • Saturate alpha component in outputs
    • Fixed scaleY in ConnectTarget
    • Incorrect toggle rectangle in VisualEffect inspector
    • Shader compilation with SimpleLit and debug display

    [5.2.0-preview] - 2018-11-27

    Added

    • Prewarm mechanism

    Fixed

    • Handle data loss of overriden parameters better

    Optimized

    • Improved iteration times by not compiling initial shader variant

    [4.3.0-preview] - 2018-11-23

    Initial release