Releases: DarthShader/Kaj-Unity-Shaders
v36
New Features:
-Omega: More automatic vertex data culling so optimized shaders are faster.
-Omega: Features are now toggled on/off via keywords before materials are locked in so generating shader variants won't completely freeze the editor. A small hitch will still exist when toggling on some features and assigning new textures.
Fixes:
-Shader Optimizer: small bugfixes
v35
New Features:
-Omega: Backfaces use Flipped Normals (when Cull is Off or Front) option
-Omega: Vertex data between individual shader programs now removed automatically when features needing that data aren't enabled. This makes the shader much faster when locked in.
Changes:
-Omega: Alpha To Coverage/Alpha to Coverage Sharpen simplified into one option. Sharpening happens automatically if Rendering Mode is Cutout. Alpha to Coverage option moved to Main Settings.
Fixes:
-Shader Optimizer: Animated properties now listed as defines in each CGPROGRAM
v34
New Features:
-PBR shader has now been renamed to Omega shader
-Shader Optimizer: Geometry and Tesselation shader programs can be dynamically removed from a shader when it is optimized, including disabled each program depending on each pass' lightmode type
-Shader Optimizer: When locked in, keywords on a material are added as preprocessor variables
Changes:
-Omega: Geometry and Tesselation sections now available, currently works in progress
-Shader Optimizer: Lock button GUI is now a material property drawer
-Shader Editor: simplified editor to only do basic operations: foldouts, toggle foldouts, shader optimizer button, shader optimizer property disabling, and keyword toggling. All old hard-coded features are available as separate material property drawers.
-Shader Editor: When a material is locked, materials that were marked as animated before locking in are still editable
v33
New Features:
-Shader Editor: GrabPasses can be dynamically renamed before optimizing
-Shader Editor: Keywords can be linked to float/texture properties with the shader property's display name. These shaders can be used primarily to make mega shaders faster before locking in with an optimized shader.
-Shader Optimizer: All Keywords are removed from materials when you lock in
-Shader Optimizer: GrabPass names from the editor have their names changed in-code in generated shaders
-PBR: A reminder "YOU_FORGOT_TO_LOCK_THIS_MATERIAL" keyword is added by default before locking in to at least throw a build warning for the current VRChat SDK
v32
-New features:
-Optimizer: Float and Texture properties now defined as preprocessor variables after each CGPROGRAM statement so Interpolator variables can be intelligently culled
-Optimizer: Generated shaders now don't sample the same texture used in more than one slot, assume it is sampled with the same UV mode and Tiling/Offset
-Changes:
-PBR/Shader Editor: LOD Crossfade option moved to Optimizer settings section
-Optimizer/Editor: Lock button GUI available as part of Optimizer, rather than the editor
-Optimizer: Generated shader naming scheme change - shaders now under 'Hidden' category
Fixes:
-PBR: Small bugfixes
v31
Changes:
-PBR: Combined Map has been removed, along with Glossiness Source. All single channel mask textures can now have the channel they're sampled from selected under each texture, removing the need for these two features.
New Features:
-PBR: Added Clearcoat
-PBR: Detail Mask now supports an alpha channel. Detail colors and detail albedo alphas are applied to the base abledo's opacity. A 4th detail albedo and normal map are now available for this 4th mask channel.
-PBR: Dithered transparent shadows are now allowed in Cutout mode
-PBR: Realtime GI intensity scale in Lighting Settings
v30
New Features:
-PBR: Shader Optimizer toggle for Inline Sampler States, so more than 1x anisotropic filtering can be used on textures (Albedo wrap/filter/aniso settings are used instead)
-PBR: Added World and Object XY/YZ/ZX Planar sampling modes for all textures
-PBR: Added Screenspace and Panosphere sampling modes for all textures
v29
New Features:
-PBR: New lighting intensity scaling settings, including Direct Light, Directional Light, Point Light, Spot Light, Indirect Light, Vertex Light, Light Probes, Lightmap, Realtime Lightmap, and Reflections.
-Shader Optimizer: ForwardAdd and ShadowCaster disabled lightmode flags cause these passes to be completely removed from the generated shader. This is because 1. ShadowCaster lightmode disabling doesn't work in Unity by itself, and 2. All point lights can be passed into the ForwardBase pass as vertex lights if a shader does not have a hard coded ForwardAdd pass.
Changes:
-Shader Editor: Rendering mode is treated as part of specific shaders, and is now displayed under the optimizer button
-PBR: All textures are sampled with the wrap/filter mode of the Albedo texture before locking in
-PBR: "Force Opaque" has been superseded by "Albedo Alpha is Transparency" checkbox
-PBR: "Receive Fog" has been replaced by "Fog Intensity" slider
-PBR: Diffuse wrap toggle and slider reduced to a single slider
Fixes:
-Shader Editor: Lightmode passes are disabled properly now
v28
-Shader Optimizer: Fixed radix character being a comma instead of a period when optimizing shaders on machines with international languages
-PBR: Flat Lit diffuse now receives the max between indirect and direct light
-PBR: Changed "Sharpen Alpha to Coverage" to "Sharpen Cutout (Requires A2C)" to signify that it is NOT the Alpha to Coverage option
v27
-Small bugfixes