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Releases: arloopa/UnitySplats

UnitySplats 2.0.0

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@GrishTad GrishTad released this 21 Oct 11:00
20261021-1049-46.4294861.mp4

Highlights

Gaussian splats can now be relit by Unity's directional, point, and spot lights with the new Gaussian Relighting component. No proxy mesh is needed.

Added

  • Gaussian Relighting component with Volume (default) and Proxy Mesh modes; switching modes keeps both setups.
  • Volume mode treats each Gaussian as a small oriented surface, automatically combines up to four affecting lights with Unity-style falloff, and adds soft self-shadowing from an opacity field.
  • Opacity-field status and Rebuild Gaussian Opacity Field button in the inspector.

Fixed

  • Volume relighting no longer rebuilds its opacity field every frame when the field cannot be built; lighting continues without self-shadows.
  • Lower memory use: the opacity field is built in temporary native memory that is freed right away, and renderers using the same asset and settings share one 3D texture.
  • Lower GPU cost: lights that don't reach a splat skip shadow tracing, tracing stops once a ray is fully blocked, and per-renderer values are computed on the CPU.

Compatibility

  • Renderers in Volume mode are drawn separately, so cross-renderer merged sorting is disabled for them.
  • Volume mode samples a 3D texture in the vertex shader (Metal, Vulkan, OpenGL ES 3, WebGL2). Devices without R8 3D-texture support get lighting without self-shadows.
  • For large captures on mobile, use Shadow Steps 4–6 and Automatic Light Limit 1–2.

Install

"com.arloopa.unitysplats": "https://github.com/arloopa/UnitySplats.git#v2.0.0"

UnitySplats 1.2.0

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@GrishTad GrishTad released this 18 Aug 08:47
  • Corrected DirectX 11 splat compositing across large camera-depth ranges using full-precision CPU sorting.

UnitySplats v1.1.0

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@GrishTad GrishTad released this 22 Jul 16:36

Added

  • Added collider-free Scene-view selection using transformed splat bounds.
  • Added GPU picking, Scene-control picking, and ray/bounds fallback paths.
  • Added selection padding for thin captures and oblique camera angles.
  • Added multi-object GsplatRenderer inspector editing.
  • Added batch BoxCollider fitting.
  • Added hover tooltips for renderer controls.

Changed

  • Enabled cross-renderer per-splat sorting by default.
  • Moved cross-renderer sorting configuration exclusively to Project Settings > Gsplat.
  • Replaced the duplicate brightness controls with one Brightness slider.

Compatibility

  • Cross-renderer merging requires compatible Spark assets and the GPU radix path.
  • OpenGL, WebGL, Direct3D 11, and other CPU-fallback configurations continue using separate renderer draw calls.

UnitySplats v1.0.1

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@GrishTad GrishTad released this 22 Jul 15:07

Fixed

  • Fixed Unity 6.5 compilation errors caused by the deprecation of Object.GetInstanceID().
  • Updated resource, sorter, renderer, camera and editor caches for Unity's 64-bit EntityId transition.
  • Separated the package version from the internal settings migration version.

Documentation

  • Added an OpenUPM installation option that automatically resolves Unity.WebP 0.3.22.

UnitySplats 1.0.0

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@GrishTad GrishTad released this 22 Jul 11:42

First public release of UnitySplats.

Highlights:

  • PLY, SOG, SPZ, and KHR_gaussian_splatting GLB support
  • Built-in, URP, and HDRP rendering
  • Direct3D, Vulkan, Metal, OpenGL ES, OpenGL Core, and experimental WebGL support
  • GPU radix sorting with portable CPU fallback
  • Runtime file, stream, and byte-array loading
  • Project-to-Scene and Project-to-Hierarchy drag-and-drop
  • Automatic splat bounds and BoxCollider fitting
  • Tested on desktop, Samsung and HONOR Android devices, Apple devices,
    Meta Quest 3, and Meta Quest 3S