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12.0.0/Unity-2021.2.0b15

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[12.0.0] - 2021-01-11

Added

  • Added categories to the blackboard, enabling more control over the organization of shader properties and keywords in the Shader Graph tool. These categories are also reflected in the Material Inspector for URP + HDRP, for materials created from shader graphs.
  • Added ability to define custom vertex-to-fragment interpolators.
  • Support for the XboxSeries platform has been added.
  • Stereo Eye Index, Instance ID, and Vertex ID nodes added to the shadergraph library.
  • Added information about selecting and unselecting items to the Blackboard article.
  • Added View Vector Node documentation
  • Added custom interpolator thresholds on shadergraph project settings page.
  • Added custom interpolator documentation
  • Added subshadergraphs for SpeedTree 8 shadergraph support: SpeedTree8Wind, SpeedTree8ColorAlpha, SpeedTree8Billboard.
  • Added an HLSL file implementing a version of the Unity core LODDitheringTransition function which can be used in a Shader Graph
  • Added a new target for the built-in render pipeline, including Lit and Unlit sub-targets.
  • Added stage control to ShaderGraph Keywords, to allow fragment or vertex-only keywords.
  • For Texture2D properties, added linearGrey and red as options for default texture mode.
  • For Texture2D properties, changed the "bump" option to be called "Normal Map", and will now tag these properties with the [NormalMap] tag.
  • Added Branch On Input Connection node. This node can be used inside a subgraph to branch on the connection state of an exposed property.
  • Added Use Custom Binding option to properties. When this option is enabled, a property can be connected to a Branch On Input Connection node. The user provides a custom label that will be displayed on the exposed property, when it is disconnected in a graph.
  • Added new dropdown property type for subgraphs, to allow compile time branching that can be controlled from the parent graph, via the subgraph instance node.
  • Added Dropdown node per dropdown property, that can be used to configure the desired branch control.
  • Added selection highlight and picking shader passes for URP target.
  • Added the ability to mark textures / colors as [MainTexture] and [MainColor].
  • Added the ability to enable tiling and offset controls for a Texture2D input.
  • Added the Split Texture Transform node to allow using/overriding the provided tiling and offset from a texture input.
  • Added Calculate Level Of Detail Texture 2D node, for calculating a Texture2D LOD level.
  • Added Gather Texture 2D node, for retrieving the four samples (red component only) that would be used for bilinear interpolation when sampling a Texture2D.
  • Added toggle "Disable Global Mip Bias" in Sample Texture 2D and Sample Texture 2D array node. This checkbox disables the runtimes automatic Mip Bias, which for instance can be activated during dynamic resolution scaling.
  • Added Sprite option to Main Preview, which is similar to Quad but does not allow rotation. Sprite is used as the default preview for URP Sprite shaders.
  • Added Tessellation Option to PositionNode settings, to provide access to the pre-displaced tessellated position.
  • Added visible errors for invalid stage capability connections to shader graph.
  • Added a ShaderGraph animated preview framerate throttle.
  • Added many node synonyms for the Create Node search so that it's easier to find nodes.

Changed

  • Properties and Keywords are no longer separated by type on the blackboard. Categories allow for any combination of properties and keywords to be grouped together as the user defines.
  • Vector2/Vector3/Vector4 property types will now be properly represented by a matching Vector2/Vector3/Vector4 UI control in the URP + HDRP Material Inspector as opposed to the fallback Vector4 field that was used for any multi-dimensional vector type in the past.
  • Updated/corrected View Direction documentation
  • Change Asset/Create/Shader/Blank Shader Graph to Asset/Create/Shader Graph/Blank Shader Graph
  • Change Asset/Create/Shader/Sub Graph to Asset/Create/Shader Graph/Sub Graph
  • Change Asset/Create/Shader/VFX Shader Graph to Asset/Create/Shader Graph/VFX Shader Graph
  • Adjusted Blackboard article to clarify multi-select functionality
  • Limited max number of inspectable items in the Inspector View to 20 items
  • Added borders to inspector items styling, to better differentiate between separate items
  • Updated Custom Function Node to use new ShaderInclude asset type instead of TextAsset (.hlsl and .cginc softcheck remains).
  • Change BranchOnInputNode to choose NotConnected branch when generating Preview
  • Only ShaderGraph keywords count towards the shader permutation variant limit, SubGraph keywords do not.
  • ShaderGraph SubGraphs will now report errors and warnings in a condensed single error.
  • Changed "Create Node" action in ShaderGraph stack separator context menu to "Add Block Node" and added it to main stack context menu

Fixed