com.unity.render-pipelines.universal 7.1.1

com.unity.render-pipelines.universal

Notes: processedReleased September 13, 2019

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Unity Compatibility

Minimum Unity: 2019.3 (0b4)

Features

  • Added shader function `GetMainLightShadowParams`. This returns a half4 for the main light that packs shadow strength in x component and shadow soft property in y component.
  • Added shader function `GetAdditionalLightShadowParams`. This returns a half4 for an additional light that packs shadow strength in x component and shadow soft property in y component.
  • Added a `Debug Level` option to the Render Pipeline Asset. With this, you can control the amount of debug information generated by the render pipeline.
  • Added ability to set the `ScriptableRenderer` that the Camera renders with via C# using `UniversalAdditionalCameraData.SerRenderer(int index)`. This maps to the **Renderer List** on the Render Pipeline Asset.
  • Added shadow support for the 2D Renderer.
  • Added ShadowCaster2D, and CompositeShadowCaster2D components.
  • Added shadow intensity and shadow volume intensity properties to Light2D.
  • Added new Gizmos for Lights.
  • Added CinemachineUniversalPixelPerfect, a Cinemachine Virtual Camera Extension that solves some compatibility issues between Cinemachine and Pixel Perfect Camera.
  • Added an option that disables the depth/stencil buffer for the 2D Renderer.
  • Added manipulation handles for the inner cone angle for spot lights.
  • Added documentation for the built-in post-processing solution and Volumes framework (and removed incorrect mention of the PPv2 package).

📈 Improvements

  • Increased visible lights limit for the forward renderer. It now supports 256 visible lights except in mobile platforms. Mobile platforms support 32 visible lights.
  • Increased per-object lights limit for the forward renderer. It now supports 8 per-object lights in all platforms except GLES2. GLES2 supports 4 per-object lights.
  • The Sprite-Lit-Default shader and the Sprite Lit Shader Graph shaders now use the vertex tangents for tangent space calculations.
  • Temporary render textures for cameras rendering to render textures now use the same format and multisampling configuration as camera's target texture.
  • All platforms now use R11G11B10\_UFloat format for HDR render textures if supported.
  • There is now a list of `ScriptableRendererData` on the Render Pipeline Asset as opposed to a renderer type. These are available to all Cameras and are included in builds.
  • The renderer override on the Camera is now an enum that maps to the list of `ScriptableRendererData` on the Render Pipeline Asset.
  • Pixel Perfect Camera now allows rendering to a render texture.
  • Light2D GameObjects that you've created now have a default position with z equal to 0.
  • Documentation: Changed the "Getting Started" section into "Install and Configure". Re-arranged the Table of Content.

🔧 Bug Fixes

  • Fixed LightProbe occlusion contribution. case 1146667
  • Fixed an issue that caused a log message to be printed in the console when creating a new Material. case 1173160
  • Fixed an issue where OnRenderObjectCallback was never invoked. case 1122420
  • Fixed an issue where Sprite Masks didn't function properly when using the 2D Renderer. case 1163474
  • Fixed memory leaks when using the Frame Debugger with the 2D Renderer.
  • Fixed an issue where materials using `_Time` did not animate in the scene. 1175396
  • Fixed an issue where the Particle Lit shader had artifacts when both soft particles and HDR were enabled. 1136285
  • Fixed an issue where the Area Lights were set to Realtime, which caused them to not bake. 1159838
  • Fixed an issue where the Disc Light did not generate any light. 1175097
  • Fixed an issue where the alpha was killed when an opaque texture was requested on an offscreen camera with HDR enabled case 1163320.
  • Fixed an issue that caused Orthographic camera with far plane set to 0 to span Unity console with errors. case 1172269
  • Fixed an issue causing heap allocation in `RenderPipelineManager.DoRenderLoop` case 1156241
  • Fixed an issue that caused shadow artifacts when using large spot angle values case 1136165
  • Fixed an issue that caused self-shadowing artifacts when adjusting shadow near-plane on spot lights.
  • Fixed an issue that caused specular highlights to disappear when the smoothness value was set to 1.0. case 1161827
  • Fixed an issue in the Material upgrader that caused transparent Materials to not upgrade correctly to Universal RP. case 1170419.
  • Fixed post-processing for the 2D Renderer.
  • Fixed an issue in Light2D that caused a black line to appear for a 360 degree spotlight.
  • Fixed a post-processing rendering issue with non-fullscreen viewport. case 1177660
  • Fixed an issue where **Undo** would not undo the creation of Additional Camera Data. case 1158861
  • Fixed an issue where selecting the same drop-down menu item twice would trigger a change event. case 1158861
  • Fixed an issue where selecting certain objects that use instancing materials would throw console warnings. case 1127324
  • Fixed a GUID conflict with LWRP. case 1179895
  • Fixed an issue where the Terrain shader generated NaNs.
  • Fixed an issue that caused the `Opaque Color` pass to never render at half or quarter resolution.
  • Fixed and issue where stencil state on a `ForwardRendererData` was reset each time rendering happened.