com.unity.render-pipelines.lightweight 4.1.0-preview

com.unity.render-pipelines.lightweight

Notes: processedReleased July 10, 2019

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Unity Compatibility

Minimum Unity: 2018.3

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.