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Releases: needle-mirror/com.unity.render-pipelines.universal

10.10.1

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@Needle-Mirror-Bot Needle-Mirror-Bot released this 13 Oct 13:18

[10.10.1] - 2022-08-29

Fixed

  • Fixed lighting banding issue on mobile platforms.
  • Fixed multi_compile_instancing on SimpleLit shader on SM 2.0.
  • The behavior of setting a camera's Background Type to "Dont Care" has changed on mobile. Previously, "Dont Care" would behave identically to "Solid Color" on mobile. Now, "Dont Care" corresponds to the render target being filled with arbitrary data at the beginning of the frame, which may be faster in some situations. Note that there are no guarantees for the exact content of the render target, so projects should use "Dont care" only if they are guaranteed to render to, or otherwise write every pixel every frame.
  • Fixed URP Deferred Fog pass does not work in XR singlepass.

Changed

  • Added serialization of Freeform ShapeLight mesh to avoid CPU cost of generating them on the runtime.

10.10.0

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@Needle-Mirror-Bot Needle-Mirror-Bot released this 14 Jul 12:14

[10.10.0] - 2022-06-28

Fixed

  • Fixed an issue where ShadowCaster2Ds were sometimes being rendered twice in the editor while in playmode.
  • Fixed SSAO to work in VR mode. Normal buffer stores normals in world space.
  • Fixed an issue in where the _ScreenParams is not setup correctly.

10.9.0

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@Needle-Mirror-Bot Needle-Mirror-Bot released this 12 Apr 16:13

[10.9.0] - 2021-12-06

Fixed

  • Fixed a 2D Renderer issue with volumetric lights sometimes not showing. [case 1329119]
  • Fixed an issue with Shader Graph Lit shaders where the "additional lights" keywords could be applied erroneously. [case 1387281]

10.8.1

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@Needle-Mirror-Bot Needle-Mirror-Bot released this 21 Dec 12:12

[10.8.1] - 2021-12-06

Version Updated
The version number for this package has increased due to a version update of a related graphics package.

12.1.0/Unity-2021.2.0b16

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[12.1.0] - 2021-09-23

Changed

  • URP will no longer render via an intermediate texture unless actively required by a Renderer Feature. See the upgrade guide for compatibility options and how assets are upgraded.

Fixed

  • Fixed a Universal Targets in ShaderGraph not rendering correctly in game view [1352225]
  • MaterialReimporter.ReimportAllMaterials and MaterialReimporter.ReimportAllHDShaderGraphs now batch the asset database changes to improve performance.

13.0.0/Unity-2022.1.0a12

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[13.0.0] - 2021-09-01

Added

  • URP global setting for stripping post processing shader variants.
  • URP global setting for stripping off shader variants.
  • Terrain grass shader alpha changed to always write 1 to alpha. Enabled alpha channel write mask.

Changed

  • Removed experimental tile deferred code.
  • VFX: New shadergraph support directly on Universal target.

Fixed

  • Added warning for lit shader detailed abledo, if texture is not linear. 1342011
  • Fixed lit detail correctly upgraded from standard shader. 1323725
  • URP asset can now use multi-edit. case 1364966
  • Fixed an issue in where the current open scene didn't load after running the converters. [case 1365101]
  • Added "Conservative Enclosing Sphere" setting to fix shadow frustum culling issue where shadows are erroneously culled in corners of cascades case 1153151
  • Fixed memory leak with XR combined occlusion meshes. [case 1366173]
  • Fixed a bug with Sprite Targets in ShaderGraph not rendering correctly in game view [1352225]

12.0.0/Unity-2021.2.0b15

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[12.0.0] - 2021-01-11

Added

  • Added support for default sprite mask shaders for the 2D Renderer in URP.
  • Added View Vector node to mimic old behavior of View Direction node in URP.
  • Added support for the PlayStation 5 platform.
  • Enabled deferred renderer in UI.
  • Added support for light layers, which uses Rendering Layer Masks to make Lights in your Scene only light up specific Meshes.
  • 2D Light Texture Node. A Shader Graph node that enable sampling of the Light Textures generated by the 2D Renderer in a lit scene.
  • Fixed an error where multisampled texture being bound to a non-multisampled sampler in XR. case 1297013
  • Added _SURFACE_TYPE_TRANSPARENT keyword to URP shaders.
  • Added Depth and DepthNormals passes to particles shaders.
  • Added support for SSAO in Particle and Unlit shaders.
  • Added Decal support. This includes new Decal Projector component, Decal renderer feature and Decal shader graph.
  • Added a SpeedTree 8 Shader Graph but did not set it as the default when importing or upgrading Speed Tree 8 assets. Because URP doesn't yet support per-material culling, this Shader Graph does not yet behave in the same way as the existing handwritten SpeedTree 8 shader for URP.
  • Added optional Depth Priming. Allows the forward opaque pass of the base camera to skip shading certain fragments if they don't contribute to the final opaque output.
  • Added blending and box projection for reflection probes.
  • Added 'Store Actions' option that enables bandwidth optimizations on mobile GPU architectures.
  • Added "Allow Material Override" option to Lit and Unlit ShaderGraph targets. When checked, allows Material to control the surface options (transparent/opaque, blend mode, etc).
  • Added a new UI for Render Pipeline Converters. Used now for Built-in to Universal conversion.
  • Added sections on Light Inspector.
  • Reorder camera inspector to be in the same order as HDRP.
  • Added new URP Debug Views under Window/Analysis/Rendering Debugger.
  • Added support for controlling Volume Framework Update Frequency in UI on Cameras and URP Asset as well as through scripting.
  • Added URP Global Settings Asset to the Graphics Settings - a common place for project-wide URP settings.
  • Added possibility to rename light layer values.
  • Added Light cookies support to directional, point and spot light. Directional light cookie is main light only feature.
  • Added GetUniversalAdditionalLightData, a method that returns the additional data component for a given light or create one if it doesn't exist yet.
  • VFX: Basic support of Lit output.
  • Added Motion Vector render pass for URP.
  • VFX: Fix light cookies integration.
  • Added Lights 2D to the Light Explorer window.
  • Two new URP specific scene templates, Basic which has a camera and directional light, then Standard which has the addition of a global volume with basic post effects setup.
  • Added Render Settings Converter to the Render Pipeline Converter, this tool creates and assigns URP Assets based off rendering settings of a Builtin project.
  • XR: Added Late Latching support to reduce VR latency (Quest).
  • Fixed incorrect shadow fade in deferred rendering mode.
  • Added a help button on material editor to show the shader documentation page
  • URP global setting for stripping post processing shader variants.
  • URP global setting for stripping off shader variants.

Changed

  • Moved fog evaluation from vertex shader to pixel shader. This improves rendering of fog for big triangles and fog quality. This can change the look of the fog slightly.
  • UNITY_Z_0_FAR_FROM_CLIPSPACE now remaps to [0, far] range on all platforms consistently. Previously OpenGL platforms did not remap, discarding small amount of range [-near, 0].
  • Moved all 2D APIs out of experimental namespace.
  • ClearFlag.Depth does not implicitely clear stencil anymore. ClearFlag.Stencil added.
  • The Forward Renderer asset is renamed to the Universal Renderer asset. The Universal Renderer asset contains the property Rendering Path that lets you select the Forward or the Deferred Rendering Path.
  • Improved PixelPerfectCamera UI/UX
  • Changed Pixel Snapping and Upscale Render Texture in the PixelPerfectCamera to a dropdown.
  • Move Assets/Create/Rendering/Universal Render Pipeline/Pipeline Asset (2D Renderer) to Assets/Create/Rendering/URP Asset (with 2D Renderer)
  • Move Assets/Create/Rendering/Universal Render Pipeline/2D Renderer to Assets/Create/Rendering/URP 2D Renderer
  • Move Assets/Create/Rendering/Universal Render Pipeline/Renderer Feature to Assets/Create/Rendering/URP Renderer Feature
  • Move Assets/Create/Rendering/Universal Render Pipeline/Post-process Data to Assets/Create/Rendering/URP Post-process Data
  • Move Assets/Create/Rendering/Universal Render Pipeline/Pipeline Asset (Forward Renderer) to Assets/Create/Rendering/URP Asset (with Forward Renderer)
  • Move Assets/Create/Rendering/Universal Render Pipeline/XR System Data to Assets/Create/Rendering/URP XR System Data
  • Move Assets/Create/Rendering/Universal Render Pipeline/Forward Renderer to Assets/Create/Rendering/URP Forward Renderer
  • Removing unused temporary depth buffers for Depth of Field and Panini Projection.
  • Optimized the Bokeh Depth of Field shader on mobile by using half precision floats.
  • Changed UniversalRenderPipelineCameraEditor to URPCameraEditor
  • Made 2D shadow casting more efficient
  • Reduced the size of the fragment input struct of the TerrainLitPasses and LitGBufferPass, SimpleLitForwardPass and SimpleLitGBufferPass lighting shaders.
  • Bokeh Depth of Field performance improvement: moved some calculations from GPU to CPU.
  • Advanced Options > Priority has been renamed to Sorting Priority
  • Opacity as Density blending feature for Terrain Lit Shader is now disabled when the Terrain has more than four Terrain Layers. This is now similar to the Height-blend feature for the Terrain Lit Shader.
  • DepthNormals passes now sample normal maps if used on the material, otherwise output the geometry normal.
  • SSAO Texture is now R8 instead of ARGB32 if supported by the platform.
  • Enabled subsurface scattering with GI on handwritten Universal ST8 shader.
  • Material upgrader now also upgrades AnimationClips in the project that have curves bound to renamed material properties.
  • 2D Lights now inherit from Light2DBase.
  • The behavior of setting a camera's Background Type to "Dont Care" has changed on mobile. Previously, "Dont Care" would behave identically to "Solid Color" on mobile. Now, "Dont Care" corresponds to the render target being filled with arbitrary data at the beginning of the frame, which may be faster in some situations. Note that there are no guarantees for the exact content of the render target, so projects should use "Dont care" only if they are guaranteed to render to, or otherwise write every pixel every frame.
  • Stripping shader variants per renderer features instead of combined renderer features.
  • When MSAA is enabled and a depth texture is required, the opaque pass depth will be copied instead of scheduling a depth prepass.
  • URP Asset Inspector - Advanced settings have been reordered under Show Additional Properties on each section.
  • Changed the default name when a new urp asset is created.
  • URP Asset Inspector - General section has been renamed to Rendering.
  • Refactored some of the array resizing code around decal projector rendering to use new APIs in render core
  • UniversalRendererData and ForwardRendererData GUIDs have been reversed so that users coming from 2019LTS, 2020LTS and 2021.1 have a smooth upgrade path, you may encounter issues coming from 2021.2 Alpha/Beta versions and are recommended to start with a fresh library if initial upgrade fails.
  • VFX: New shadergraph support directly on Universal target.

Fixed

  • Fixed an issue in PostProcessPass causing OnGUI draws to not show on screen. [case 1346650]
  • Fixed an issue with the blend mode in Sprite-Lit-Default shader causing alpha to overwrite the framebuffer. case 1331392
  • Fixed pixel perfect camera rect not being correctly initialized. case 1312646
  • Camera Inspector Stack list edition fixes.
  • Fix indentation of Emission map on material editor.
  • Fixed additional camera data help url
  • Fixed additional light data help url
  • Fixed Opacity as Density blending artifacts on Terrain that that caused Terrain to have modified splat weights of zero in some areas and greater than one in others. case 1283124
  • Fixed an issue where Sprite type Light2Ds would throw an exeception if missing a sprite
  • Fixed an issue where Sprite type Light2Ds were missing a default sprite
  • Fixed an issue where ShadowCasters were sometimes being rendered twice in the editor while in playmode.
  • Fixed an issue where ShadowCaster2D was generating garbage when running in the editor. case 1304158
  • Fixed an issue where the 2D Renderer was not rendering depth and stencil in the normal rendering pass
  • Fixed an issue where 2D lighting was incorrectly calculated when using a perspective camera.
  • Fixed an issue where objects in motion might jitter when the Pixel Perfect Camera is used. case 1300474
  • Fixed an issue where filtering in the scene view would not properly highlight the filtered objects. case 1324359
  • Fixed an issue where the scene view camera was not correctly cleared for the 2D Renderer. case 1311377
  • Fixed an issue where the...
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12.0.0/Unity-2021.2.0b14

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[12.0.0] - 2021-01-11

Added

  • Added support for default sprite mask shaders for the 2D Renderer in URP.
  • Added View Vector node to mimic old behavior of View Direction node in URP.
  • Added support for the PlayStation 5 platform.
  • Enabled deferred renderer in UI.
  • Added support for light layers, which uses Rendering Layer Masks to make Lights in your Scene only light up specific Meshes.
  • 2D Light Texture Node. A Shader Graph node that enable sampling of the Light Textures generated by the 2D Renderer in a lit scene.
  • Fixed an error where multisampled texture being bound to a non-multisampled sampler in XR. case 1297013
  • Added _SURFACE_TYPE_TRANSPARENT keyword to URP shaders.
  • Added Depth and DepthNormals passes to particles shaders.
  • Added support for SSAO in Particle and Unlit shaders.
  • Added Decal support. This includes new Decal Projector component, Decal renderer feature and Decal shader graph.
  • Added a SpeedTree 8 Shader Graph but did not set it as the default when importing or upgrading Speed Tree 8 assets. Because URP doesn't yet support per-material culling, this Shader Graph does not yet behave in the same way as the existing handwritten SpeedTree 8 shader for URP.
  • Added optional Depth Priming. Allows the forward opaque pass of the base camera to skip shading certain fragments if they don't contribute to the final opaque output.
  • Added blending and box projection for reflection probes.
  • Added 'Store Actions' option that enables bandwidth optimizations on mobile GPU architectures.
  • Added "Allow Material Override" option to Lit and Unlit ShaderGraph targets. When checked, allows Material to control the surface options (transparent/opaque, blend mode, etc).
  • Added a new UI for Render Pipeline Converters. Used now for Built-in to Universal conversion.
  • Added sections on Light Inspector.
  • Reorder camera inspector to be in the same order as HDRP.
  • Added new URP Debug Views under Window/Analysis/Rendering Debugger.
  • Added support for controlling Volume Framework Update Frequency in UI on Cameras and URP Asset as well as through scripting.
  • Added URP Global Settings Asset to the Graphics Settings - a common place for project-wide URP settings.
  • Added possibility to rename light layer values.
  • Added Light cookies support to directional, point and spot light. Directional light cookie is main light only feature.
  • Added GetUniversalAdditionalLightData, a method that returns the additional data component for a given light or create one if it doesn't exist yet.
  • VFX: Basic support of Lit output.
  • Added Motion Vector render pass for URP.
  • VFX: Fix light cookies integration.
  • Added Lights 2D to the Light Explorer window.
  • Two new URP specific scene templates, Basic which has a camera and directional light, then Standard which has the addition of a global volume with basic post effects setup.
  • Added Render Settings Converter to the Render Pipeline Converter, this tool creates and assigns URP Assets based off rendering settings of a Builtin project.
  • XR: Added Late Latching support to reduce VR latency (Quest).
  • Fixed incorrect shadow fade in deferred rendering mode.
  • Added a help button on material editor to show the shader documentation page

Changed

  • Moved fog evaluation from vertex shader to pixel shader. This improves rendering of fog for big triangles and fog quality. This can change the look of the fog slightly.
  • UNITY_Z_0_FAR_FROM_CLIPSPACE now remaps to [0, far] range on all platforms consistently. Previously OpenGL platforms did not remap, discarding small amount of range [-near, 0].
  • Moved all 2D APIs out of experimental namespace.
  • ClearFlag.Depth does not implicitely clear stencil anymore. ClearFlag.Stencil added.
  • The Forward Renderer asset is renamed to the Universal Renderer asset. The Universal Renderer asset contains the property Rendering Path that lets you select the Forward or the Deferred Rendering Path.
  • Improved PixelPerfectCamera UI/UX
  • Changed Pixel Snapping and Upscale Render Texture in the PixelPerfectCamera to a dropdown.
  • Move Assets/Create/Rendering/Universal Render Pipeline/Pipeline Asset (2D Renderer) to Assets/Create/Rendering/URP Asset (with 2D Renderer)
  • Move Assets/Create/Rendering/Universal Render Pipeline/2D Renderer to Assets/Create/Rendering/URP 2D Renderer
  • Move Assets/Create/Rendering/Universal Render Pipeline/Renderer Feature to Assets/Create/Rendering/URP Renderer Feature
  • Move Assets/Create/Rendering/Universal Render Pipeline/Post-process Data to Assets/Create/Rendering/URP Post-process Data
  • Move Assets/Create/Rendering/Universal Render Pipeline/Pipeline Asset (Forward Renderer) to Assets/Create/Rendering/URP Asset (with Forward Renderer)
  • Move Assets/Create/Rendering/Universal Render Pipeline/XR System Data to Assets/Create/Rendering/URP XR System Data
  • Move Assets/Create/Rendering/Universal Render Pipeline/Forward Renderer to Assets/Create/Rendering/URP Forward Renderer
  • Removing unused temporary depth buffers for Depth of Field and Panini Projection.
  • Optimized the Bokeh Depth of Field shader on mobile by using half precision floats.
  • Changed UniversalRenderPipelineCameraEditor to URPCameraEditor
  • Made 2D shadow casting more efficient
  • Reduced the size of the fragment input struct of the TerrainLitPasses and LitGBufferPass, SimpleLitForwardPass and SimpleLitGBufferPass lighting shaders.
  • Bokeh Depth of Field performance improvement: moved some calculations from GPU to CPU.
  • Advanced Options > Priority has been renamed to Sorting Priority
  • Opacity as Density blending feature for Terrain Lit Shader is now disabled when the Terrain has more than four Terrain Layers. This is now similar to the Height-blend feature for the Terrain Lit Shader.
  • DepthNormals passes now sample normal maps if used on the material, otherwise output the geometry normal.
  • SSAO Texture is now R8 instead of ARGB32 if supported by the platform.
  • Enabled subsurface scattering with GI on handwritten Universal ST8 shader.
  • Material upgrader now also upgrades AnimationClips in the project that have curves bound to renamed material properties.
  • 2D Lights now inherit from Light2DBase.
  • The behavior of setting a camera's Background Type to "Dont Care" has changed on mobile. Previously, "Dont Care" would behave identically to "Solid Color" on mobile. Now, "Dont Care" corresponds to the render target being filled with arbitrary data at the beginning of the frame, which may be faster in some situations. Note that there are no guarantees for the exact content of the render target, so projects should use "Dont care" only if they are guaranteed to render to, or otherwise write every pixel every frame.
  • Stripping shader variants per renderer features instead of combined renderer features.
  • When MSAA is enabled and a depth texture is required, the opaque pass depth will be copied instead of scheduling a depth prepass.
  • URP Asset Inspector - Advanced settings have been reordered under Show Additional Properties on each section.
  • Changed the default name when a new urp asset is created.
  • URP Asset Inspector - General section has been renamed to Rendering.
  • Refactored some of the array resizing code around decal projector rendering to use new APIs in render core
  • UniversalRendererData and ForwardRendererData GUIDs have been reversed so that users coming from 2019LTS, 2020LTS and 2021.1 have a smooth upgrade path, you may encounter issues coming from 2021.2 Alpha/Beta versions and are recommended to start with a fresh library if initial upgrade fails.

Fixed

  • Fixed an issue in PostProcessPass causing OnGUI draws to not show on screen. [case 1346650]
  • Fixed an issue with the blend mode in Sprite-Lit-Default shader causing alpha to overwrite the framebuffer. case 1331392
  • Fixed pixel perfect camera rect not being correctly initialized. case 1312646
  • Camera Inspector Stack list edition fixes.
  • Fix indentation of Emission map on material editor.
  • Fixed additional camera data help url
  • Fixed additional light data help url
  • Fixed Opacity as Density blending artifacts on Terrain that that caused Terrain to have modified splat weights of zero in some areas and greater than one in others. case 1283124
  • Fixed an issue where Sprite type Light2Ds would throw an exeception if missing a sprite
  • Fixed an issue where Sprite type Light2Ds were missing a default sprite
  • Fixed an issue where ShadowCasters were sometimes being rendered twice in the editor while in playmode.
  • Fixed an issue where ShadowCaster2D was generating garbage when running in the editor. case 1304158
  • Fixed an issue where the 2D Renderer was not rendering depth and stencil in the normal rendering pass
  • Fixed an issue where 2D lighting was incorrectly calculated when using a perspective camera.
  • Fixed an issue where objects in motion might jitter when the Pixel Perfect Camera is used. case 1300474
  • Fixed an issue where filtering in the scene view would not properly highlight the filtered objects. case 1324359
  • Fixed an issue where the scene view camera was not correctly cleared for the 2D Renderer. case 1311377
  • Fixed an issue where the letter box/pillar box areas were not properly cleared when the Pixel Perfect Camera is used. [case 1291224](https://issuetracker.unity3d.com/issues/pixel-perfect-image-artifact-appear-...
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11.0.0/Unity-2021.1.24f1

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[11.0.0] - 2020-10-21

Added

  • Added real-time Point Light Shadows.
  • Added support for custom additional (i.e punctual) light shadow resolutions.
  • Added a supported MSAA samples count check, so the actual supported MSAA samples count value can be assigned to RenderTexture descriptors.
  • Added the TerrainCompatible SubShader Tag. Use this Tag in your custom shader to tell Unity that the shader is compatible with the Terrain system.
  • Added _CameraSortingLayerTexture global shader variable and related parameters
  • Added preset shapes for creating a freeform light
  • Added serialization of Freeform ShapeLight mesh to avoid CPU cost of generating them on the runtime.
  • Added 2D Renderer Asset Preset for creating a Universal Renderer Asset
  • Added an option to use faster, but less accurate approximation functions when converting between the sRGB and Linear color spaces.
  • Added screen space shadow as renderer feature
  • Added [DisallowMultipleRendererFeature] attribute for Renderer Features.
  • Added support for the PlayStation 5 platform.
  • Added a SpeedTree 8 Shader Graph but did not set it as the default when importing or upgrading Speed Tree 8 assets. Because URP doesn't yet support per-material culling, this Shader Graph does not yet behave in the same way as the existing handwritten SpeedTree 8 shader for URP.

Changed

  • Optimized 2D Renderer performance on mobile GPUs by reducing the number of render target switches.
  • Optimized 2D Renderer performance by rendering the normal buffer at the same lower resolution as the light buffers.
  • Improved Light2D UI/UX
  • Improved 2D Menu layout
  • Deprecated Light2D Parametric Light
  • Deprecated Light2D point light cookie
  • Renamed Light2D point light to spot light
  • 2D Renderer: The per Blend Style render texture scale setting was replaced by a global scale setting for all Blend Styles.
  • Optimized 2D Renderer performance by using a tiny light texture for layer/blend style pairs for which no light is rendered.
  • Reorgnized the settings in 2D Renderer Data Inspector.
  • FallOff Lookup Texture is now part of 2D RenderData.
  • Creating a Shadow Caster 2D will use try and use sprite and physics bounds as the default shape
  • Deleting all points in a Shadow Caster will cause the shape to use the bounds.
  • Improved Geometry for Smooth Falloff of 2D Shape Lights.
  • Updated the tooltips for Light 2D Inspector.
  • Removed the Custom blend Mode option from the Blend Styles.
  • New default Blend Styles when a new 2D Renderer Data asset is created.
  • Added a supported MSAA samples count check, so the actual supported MSAA samples count value can be assigned to RenderTexture descriptors.
  • Bloom in Gamma color-space now more closely matches Linear color-space, this will mean project using Bloom and Gamma color-space may need to adjust Bloom Intensity to match previous look.
  • Autodesk Interactive Shader Graph files and folders containing them were renamed. The new file paths do not have spaces.
  • Changed shader keywords of main light shadow from toggling to enumerating.
  • Always use "High" quality normals, which normalizes the normal in pixel shader. "Low" quality normals looked too much like a bug.
  • Re-enabled implicit MSAA resolve to backbuffer on Metal MacOS.
  • Changed Post Process Data to bool. When it is no enabled all post processing is stripped from build, when it is enabled you can still override resources there.

Fixed

  • Fixed an issue where Transparency Sort Mode value is taken from Graphics Settings instead of 2D Renderer 1310652
  • Fixed an issue where Post Processing doesn't enable when PostProcessData reassigned from the asset selector window.
  • Fixed an issue where the camera renders black screen when Post Processing is enabled in the 2D Renderer and in the Camera Component.
  • Fixed an issue where ShadowCaster2D was generating garbage when running in the editor. case 1304158
  • Fixed an issue where the 2D Renderer was incorrectly rendering transparency with normal maps on an empty background.
  • Fixed an issue where 2D lighting was incorrectly calculated when using a perspective camera.
  • Fixed an issue where Light2D did not upgrade Shadow Strength, Volumetric Intensity, Volumetric Shadow Strength correctly case 1317755
  • Fixed an issue where normal-mapped Sprites could render differently depending on whether they're dynamically-batched. case 1286186
  • Fixed an issue where 2D Shadows were casting to the wrong layers [case 1300753][https://issuetracker.unity3d.com/product/unity/issues/guid/1300753/]
  • Fixed an issue where the scene view camera was not correctly cleared for the 2D Renderer. case 1311377
  • Fixed an issue where Sprites on one Sorting Layer were fully lit even when there's no 2D light targeting that layer.
  • Fixed an issue where null reference exception was thrown when creating a 2D Renderer Data asset while scripts are compiling. case 1263040
  • Fixed an issue where objects in motion might jitter when the Pixel Perfect Camera is used. case 1300474
  • Fixed an issue where the letter box/pillar box areas were not properly cleared when the Pixel Perfect Camera is used. case 1291224
  • Fixed an issue where the Cinemachine Pixel Perfect Extension might cause the Orthographic Size of the Camera to jump to 1 when the Scene is loaded. case 1249076
  • Fixed an issue where no preview would show for the lit sprite master node in shadergraph
  • Fixed an issue where no shader was generated for unlit sprite shaders in shadergraph
  • Fixed an issue where Sprite-Lit-Default shader's Normal Map property wasn't affected by Tiling or Offset. case 1270850
  • Removed the warning about mis-matched vertex streams when creating a default Particle System. case 1285272
  • Fixed latest mockHMD renderviewport scale doesn't fill whole view after scaling. [case 1286161] (https://issuetracker.unity3d.com/issues/xr-urp-renderviewportscale-doesnt-fill-whole-view-after-scaling)
  • Fixed camera renders black in XR when user sets invalid MSAA value.
  • Fixed an issue causing additional lights to stop working when set as the sun source. case 1278768
  • Fixed an issue causing passthrough camera to not render. case 1283894
  • Fixed an issue that caused a null reference when Lift Gamma Gain was being displayed in the Inspector and URP was upgraded to a newer version. case 1283588
  • Fixed an issue where soft particles were not rendered when depth texture was disabled in the URP Asset. case 1162556
  • Fixed an issue where soft particles were rendered opaque on OpenGL. case 1226288
  • Fixed an issue where the depth texture sample node used an incorrect texture in some frames. case 1268079
  • Fixed a compiler error in BakedLit shader when using Hybrid Renderer.
  • Fixed an issue with upgrading material set to cutout didn't properly set alpha clipping. case 1235516
  • Fixed XR camera fov can be changed through camera inspector.
  • Fixed an issue where Universal Render Pipeline with disabled antiAliasing was overwriting QualitySettings.asset on frequent cases. case 1219159
  • Fixed a case where overlay camera with output texture caused base camera not to render to screen. case 1283225
  • Fixed an issue where the scene view camera ignored the pipeline assets HDR setting. case 1284369
  • Fixed an issue where the Camera inspector was grabbing the URP asset in Graph...
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13.0.0/Unity-2022.1.0a11

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[13.0.0] - 2021-09-01

Added

  • URP global setting for stripping post processing shader variants.
  • URP global setting for stripping off shader variants.