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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 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
  • Fixed an issue where changing camera's position in the BeginCameraRendering do not apply properly. [case 1318629] (https://issuetracker.unity3d.com/issues/camera-doesnt-move-when-changing-its-position-in-the-begincamerarendering-and-the-endcamerarendering-methods)
  • Fixed a performance issue in Hololens when using renderer with custom render passes.
  • Fixed an issue where Particle Lit shader had an incorrect fallback shader [case 1331780]
  • Fixed SRP batcher not working on OpenGL.
  • Fixed an error where multisampled texture being bound to a non-multisampled sampler in XR.
  • Fixed terrain hole shadowing [case 1349305]
  • Fixed soft shadows shader variants not set to multi_compile_fragment on some shaders (gbuffer pass, speedtree shaders, WavingGrass shader).
  • Fixed artifacts in Speed Tree 8 billboard LODs due to SpeedTree LOD smoothing/crossfading [case 1348407]
  • VFX: Fixed soft particles when HDR or Opaque texture isn't enabled
  • VFX: Fixed OpenGL soft particles fallback when depth texture isn't available