v6.4.0 Dev 7
Pre-release
Pre-release
This is a pre-release. To access it you will need to enable "Show Pre-Release Packages" in VCC Settings
This is a release candidate. Everything goes well - this version will go live as the final v6.4.0
Changes since Dev 6
- "Direct 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.
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.
- "Direct 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.
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
- Updated the Tessellated Displacement shader to use latest shader generator tech. It now has MONOSH and can be used with Configurable shaders.
Full Changelog: v6.3.0...v6.4.0-dev.7