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We had a minor misstep in the previous release in terms of rendering as well as some deficiencies that reached across multiple rendering phenomena, all of which have been fixed. Additionally, some internal renaming has taken place, mostly to make sure a 2D PBR-style renderer won't name clash all over the place with existing 3D PBR types / constructs. Make sure to update your project's assets such as with the appropriate PropagateDefaultAssets script. Finally, there's one data breaking change which is -
Changes in detail -
- BREAKING: renamed LightProbe3d concept to LightProbe since it's likely a 3D-only phenomenon (this will require doing similar naming in your 3D scene data files!)
- Making name 'space' for 2D variants of 3D concepts by renaming a couple shaders.
- Now storing depth in linearized format to fix issues with fog calculation and others that depend on depth precision.
- Changed default SSAO tuning to save perf.
- Made implementation for nav3dFace more robust, fixing some orientation issues.
- Fixed validation errors on Intel.
- Fixed undesired depth blending on non-nvidia gpus.
- Partial fix for #1440.
- Reworked directional vol fog so that it's less likely to blow out the scene at a distance and also shows occluded fogging much more accurately.
- Moderated SsvfIntensityDefault.
- Ssvf Intensity editing range change.
- Reworked attachment blendability detection.
- Reworked DOF shading to better emphasize near blur without blowing out in the distance.
Full Changelog: v20.3.0...v20.4.0