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v6.4.0 Dev 12

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@orels1 orels1 released this 01 Sep 19:05
· 40 commits to dev since this release
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This is a pre-release. To access it you will need to enable "Show Pre-Release Packages" in VCC Settings

📖 Dev Branch Documentation 📖

Changes since Dev 11

  • Hotspotting Shader got even more slight tweaks and improvements to allow for better control
  • You can now rotate the main hostpotting masks to align them better with the material below
  • Bakery Volumes are now supported
  • Configurable Shaders now support arbitrary modules using the "Custom Modules" checkbox
  • Visual Layout of %RemapSlider() and %CombineWith() Drawer Functions has been improved
  • %Vector2() drawer function has been added to allow displaying Vector2 field for a Vector-type property
  • A URP compatibility include is now added by default to all shaders. This will help future URP support. All of included code has been updated to use methods in this include instead of relying on BIRP-specifics

6.4.0 Changelog

Summary

Update 6.4.0 brings a plethora of new features, improvements, and bugfixes. There is no particular focus in this update. Please enjoy!

New Shaders

  • PBR
    • Hotspotting: An auto-hotspotting shader that can be used to quickly set up reusable hotspot materials

New Features

  • Extra Passes are now supported by the shader generator!
    • This allows you to add extra passes to your shaders without losing all the features of the shader generator (compared to using %PostPasses and %PrePasses)
    • Read more about it here
  • Standard-Based shaders can now adjust Stencil parameters
  • You can now occlude baked specular via Realtime Shadows. This effect is not physically accurate but can be helpful when used on dynamic objects
  • Vertex Lights now properly light up objects using Standard shaders. This requires enabling vertex lighting in Advanced Settings
  • You can now apply in-shader tonemapping on mobile platforms. This can drastically improve the look of your environments on Quest/Android. See the full docs here
  • Toon shader now fully sports baking. Recommended to be used with a directional lightmap for best results
  • Toon shader now has support for vertex-color masking of outline thickness
  • Toon shader can now use outlines without stencil. This can be useful for adding extra detail
  • LTCGI effect brightness can now be clamped to a 0-1 range and has a Maximum Brightness setting
  • You can now use BIRP Standard shader-style Detail Albedo mixing. This can be toggled via "Legacy Albedo Mixing" when using the Separated Detail Map mode.
  • "Baked Specular Occlusion" slider has been added to the Lightmapping section of all the Standard shaders. This can be used to control how much occlusion is applied to baked specular, e.g. from directional lightmaps or lightprobes.
  • Added a "Force Discard" toggle to the UI Sheen shader. This can be used to force-discard transparent pixels of the sprite to avoid white line artifacts on the edges of the sprite.
  • Shader Generator now supports %PostVertex function blocks in all Templates. This allows you to modify the final output of the Vertex shader, after the VertexBase function runs.
  • The VFX Clouds shader got a major update.
    • Now supports Directional Light-based shading, using a color ramp (similar to toon shaders).
    • Now supports normal recalculation. This provides more accurate shading that follows the extruded shape of the clouds. This effect can be a little noisy, so you can use the Precision slider to adjust it until it looks good.
  • You can now use all 8 UV channels by defining NEED_UV4/NEED_UV5/NEED_UV6/NEED_UV7 in your shader defines.
  • Configurable shaders can now accept arbitrary modules from anywhere in your project. Using the new "Custom Module" checkbox. This allows you to add modules that are not included in the shader generator.
  • Bakery Volumes are now supported in all PBR Shaders. Check out the Lightmapping section for more information.
  • The Shader Inspector can now show a Vector2 field for Vector properties. The most basic usage looks like this %Vector2(Min, Max). Check out the relevant Shader Inspector section for more information.
  • You can now draw a Bakery Volume Assigner field in the Shader Inspector by using %BakeryVolumeAssigner(). Check out the relevant Shader Inspector section for more information.

Bugfixes

  • The tangent normals sign is now properly calculated per-vertex. This should not affect most users
  • Specular occlusion now properly occludes reflection probes again. You might need to tune the Specular Occlusion slider to adjust the effect. Please note that the slider has been renamed to "Reflection Probe Occlusion" in the UI
  • Fixed off-by-one errors in the channel selector for Albedo and Emission textures
  • Shader tags are now de-duplicated automatically, this can help with some issues with Bakery Lightmapper
  • Gradient editor now correctly handles "Fixed" blending mode. Thanks @lackofbindings for the fix!
  • All UV channels have been changed to use float4 instead of half4 to avoid precision issues on mobile platforms.

Other Changes

  • The channel packer will now default Alpha channel slot to read from the Red channel, as that is the most common use-case
  • Updated the Tessellated Displacement shader to use latest shader generator tech. It now has MONOSH and can be used with Configurable shaders.
  • "Specular Occlusion" has been renamed to "Reflection Probe Occlusion" to better reflect what is happening under the hood.
  • Some properties in the Lightmapping section were moved around to improve usability.
  • Dissolve now has configurable Cutoff Range with adjusted defaults. Thanks @lackofbindings for the suggestion!
  • The generator now includes a BiRPtoURP translation file. Based on Error.mdl's implementation. You can now use it to write code that would be cross-compatible between URP and BiRP. Check out the source file to see whats available!
  • Depth texture definition is now always included. You no longer need to specify NEED_DEPTH in your defines.
  • Configurable shaders can now be hand edited in code. This allows you to use the UI to set up the basic shader and then use code to edit it further. However, this makes it no longer editable via UI. A relevant warning will be shown in the inspector and the editing UI will be locked. You can use a "Force Reset" button to clear your changes and sync the shader back to the configuration.
  • %RemapSlider() and CombineWith() functions have improved layout that is more consistent with other properties.

Full Changelog: v6.3.0...v6.4.0-dev.12