com.unity.render-pipelines.lightweight 4.1.0-preview
com.unity.render-pipelines.lightweight
Notes: processedReleased July 10, 2019
Unity Compatibility
Minimum Unity: 2018.3
Package Dependencies
✨ Features
- Added occlusion mesh rendering/hookup for VR
- You can now configure default depth and normal shadow bias values in the pipeline asset.
- You can now add the `LWRPAdditionalLightData` component to a `Light` to override the default depth and normal shadow bias.
- You can now log the amount of shader variants in your build. To do so, go to the `Pipeline Asset`. Under `Advanced`, select and set the `Shader Variant Log Level`.
📈 Improvements
- Renamed `AdditionalCameraData` to `LWRPAdditionalCameraData`.
- Removed the `supportedShaderFeatures` property from LWRP core. The shader stripper now figures out which variants to strip based on the current assigned pipeline Asset in the Graphics settings.
🔧 Bug Fixes
- The following error does not appear in console anymore: ("Begin/End Profiler section mismatch")
- When you select a material with the Lit shader, this no longer causes the following error in the console: ("Material doesn't have..."). case 1092354
- In the Simple Lit shader, per-vertex additional lights are now shaded properly.
- Shader variant stripping now works when you're building a Project with Cloud Build. This greatly reduces build times from Cloud Build.
- Dynamic Objects now receive lighting when the light mode is set to mixed.
- MSAA now works on Desktop platforms.
- The shadow bias value is now computed correctly for shadow cascades and different shadow resolutions. case 1076285
- When you use **Area Light** with LWRP, **Cast Shadows** no longer overlaps with other UI elements in the Inspector. case 1085363
📈 Improvements
- Read/write XRGraphicsConfig -> Read-only XRGraphics interface to XRSettings.
