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v6.4.0 Dev 6

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@orels1 orels1 released this 04 Jul 21:47
· 88 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 📖

This is a release candidate. Everything goes well - this version will go live as the final v6.4.0

Changes since Dev 5

  • Fixed issues with 2019 compatibility

6.4.0 Changelog

Update 6.4.0 focuses on improving the current feature set, quality-of-life changes, and fixing bugs

New Shaders

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

New Features

  • 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.
  • Laser shader can now interpret trail vertex color as Linear instead of sRGB

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
  • 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

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

Full Changelog: v6.3.0...v6.4.0-dev.6