Changelog | Visual Effect Graph | 9.0.0-preview.71
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    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.

    [9.0.0] - 2020-07-09

    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

    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
    • 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.

    [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

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