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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 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 Graphics Settings rather than the currently active.
Fixed an issue where the Light Explorer was grabbing the URP asset in Graphics Settings rather than the currently active.
Fixed an issue causing materials to be upgraded multiple times.
Fixed bloom inconsistencies between Gamma and Linear color-spaces.
Fixed an issue in where all the entries in the Renderer List wasn't selectable and couldn't be deleted.
Fixed Deferred renderer on some Android devices by forcing accurate GBuffer normals. [case 1288042]
Fixed an issue where MSAA did not work in Editor Game View on Windows with Vulkan.
Fixed issue where selecting and deselecting Forward Renderer asset would leak memory case 1290628
Fixed an issue where render scale was breaking SSAO in scene view. case 1296710
Fixed an issue where the inspector of Renderer Data would break after adding RenderObjects renderer feature and then adding another renderer feature.
Fixed material upgrader to run in batch mode [case 1305402]
Removed Custom.meta which was causing warnings. case 1314288
Fixed an issue such that it is now posible to enqueue render passes at runtime.
Fixed a regression where the precision was changed. case 1313942
Fixed the default background color for previews to use the original color.
Fixed GC allocations from XR occlusion mesh when using multipass.
Fixed wrong shader / properties assignement to materials created from 3DsMax 2021 Physical Material. (case 1293576)
Fixed shadow cascade blend culling factor.
Fixed an issue where having "Opaque Texture" and MSAA enabled would cause the opaque texture to be rendered black on old Apple GPUs case 1247423
Fixed an issue where bokeh dof is applied incorrectly when there is an overlay camera in the camera stack. case 1303572
Fixed issue causing missing shaders on DirectX 11 feature level 10 GPUs. case 1278390
Fixed errors when the Profiler is used with XR multipass. case 1322916
Fixed an issue where SMAA did not work for OpenGL case 1336708