v7.3.0 Dev 1
Pre-release
Pre-release
This is a pre-release
馃摉 Documentation 馃摉
Summary
Version 7.3.0 focuses on code cleanup, bugfixes and minor improvements
New Features
- Specular and Occlusion Toon modules now have Channel selectors for their input maps
- Added a way to mask the Emission in Toon shader by a UV tile
- Added support for a
%SkipAlwaysIncludedBlocks()directive within shaders- You can uses this, for example, within your Lighting Model to skip any base modules when generating your shader
- This is useful when completely detaching from the built-in modules to build something of your own
Bugfixes
- Fixed an issue where Metallic and Smoothness remaps didn't work on the Layered Material layer 3
- Fixed Texture3Ds being rewritten to Texture2Ds during sampler macro stripping process
- Fixed an issue with shader parsing when the
%ShaderName()block contains parenthesis in the name- E.g.
%ShaderName("Test (For Real)")no longer breaks
- E.g.
Changes
- Improved the Audio Link module UI for the Toon shader
- Removed extra sampler definitions which were adding extra complexity for no real benefit
- Alpha Scale now goes between -2 and 2 in the Toon shader
- Values below 0 invert the albedo map
- Added a utility to compute World Space position from depth
- Improved rendering of the Toon Cutout shader in VRChat Transparent personal mirrors
- Shaders now default to using
float2UV channels- You can use
NEED_FLOAT4_UVto pass them all asfloat4
- You can use
- Improved uv handling in the toon shader, reducing the interpolator counts
- Updated Unity Shader Parser dependency
- No major changes in the generator as a part of this
Full Diff: v7.2.0...v7.3.0-dev.1