Skip to content

1.3.0

Compare
Choose a tag to compare
@pastasfuture pastasfuture released this 13 Jul 22:11
· 37 commits to master since this release

New Fog Volume Feature: Height Falloff Mirrored

Height Falloff Mirrored: If enabled, height fog will be mirrored about Height Max, creating fog that fades in below and above. Especially useful when combined with ColorLUTMode.Texture2DDistanceAndHeight, which can be used to give the mirrored fog a different color.
Height Falloff Mirrored Secondary: If enabled, height fog secondary layer will be mirrored about Height Max, creating fog that fades in below and above. Especially useful when combined with ColorLUTMode.Texture2DDistanceAndHeight, which can be used to give the mirrored fog a different color.


New Fog Volume Feature: Blend Mode

Blend Mode: Selects the function used to blend Fog with the underlying geometry color.
- Over: Blends fog with the underlying color using the Over operator. This is the same behavior that existed before and results in the most physically plausible fog.
- Additive: Blends fog with with the underlying color using the Additive operator.
- Subtractive: Blends fog with the underlying color using the Subtractive operator.
- Multiply: Blends fog with the underlying color using the Multiply operator.


New Fog Volume Feature: Color LUT Texture

Color LUT Mode: Controls whether or not a Color Look-Up-Texture is used, and the format used.
- Disabled: No Color LUT is used.
- Texture 2D Distance and Height: Uses a Texture2D where the horizontal axis stores the color along distance, and the vertical axis stores the color along height.
- TextureCube: Uses a TextureCube that is sampled using view direction (direction from camera to surface).
Color LUT Texture:
- When Color LUT Mode is set to Texture 2D Distance and Height: Specifies the texture used as the Color Look-Up-Texture. Expects a Texture2D where the horizontal axis stores the color along distance, and the vertical axis stores the color along height.
- When Color LUT Mode is set to Texture Cube: Specifies the texture used as the Color Look-Up-Texture. Expects a TextureCube that is sampled using view direction (direction from camera to surface).
Color LUT Weight: Specifies the amount of influence the Color LUT Texture has on the final fog color. A value of 1.0 is full influence, meaning Color LUT Texture is multiplied against the Fog Color. A value of 0.0 is no influence, meaning the final color is simply the Fog Color.
Color LUT Weight Secondary: Specifies the amount of influence the Color LUT Texture has on the Secondary Fog Layer.


New Material Feature: Shading Evaluation Mode: Per-Object

Shading Evaluation Mode: Per-Object: Evaluates lighting and fog at the object origin, rather than per-vertex or per-pixel. This is useful for replicating lighting and fog artifacts that would occur when per-vertex or per-pixel lighting could not be afforded. Note, this has approximately the same performance cost as per-vertex, it is not optimization. This is due to the fact that in our render pipeline (in the context of unity SRP), it is more convinient and likely more efficient to still perform lighting in the vertex shader, rather than running say a CPU-side job to calculate lighting per-object.


Workflow Improvement: Precision Volume->Geometry Pushback Disabled by Default

Geometry Pushback: Disable Geometry Pushback by default. Artifacts from this technique can be suprising / unexpected - it makes more sense to opt into it rather than opting out. This also improves prefab workflows as it avoids geometry pushback in that context.


New Camera Volume Feature: Aspect Ratio Mode: Native

Native: Rasterizes at native camera resolution and aspect ratio. No scaling is performed. Useful with secondary cameras used for rendering UI to an offscreen render target. Allows the UI and camera to fully drive the resolution, rather than needing to duplicate the resolution values inside the volume and the camera and the UI.


New Camera Volume Feature: Aspect Ratio Mode: Locked Stretch

Locked Stretch: Brings back legacy pixel-imperfect locked aspect ratio mode. This mode will enforce the rasterization resolution defined and perform naive upscaling to native resolution. Can result in pixel dropouts / doubling. Useful when you want to enforce a specific aspect ratio, but you need to align your rasterization with non-HPSXRP UI.


Bugfix: VSync

  • Turn ON Vsync when Frame Limit is disabled. Previously, vsync would be forced off when Frame Limit was disabled, which was not the desired behavior.

New Material Feature: BRDF Modes

Lambert: Standard, cheap diffuse-only response. This is the same behavior that was built in before.
Wrapped Lighting: Wrapped Lighting: Same as Lambert, but lighting wraps to zero at 180 degrees (backface normal) instead of 90 degrees. Useful for approximating subsurface scattering, or for creating smoother lighting without needing to rely on baked data. Wrapped Lighting is energy conserving so the reflection facing the light source will be dimmer when compared to lambert (the energy is redistributed over the sphere).