com.unity.render-pipelines.universal 7.2.0

com.unity.render-pipelines.universal

Notes: processedReleased February 11, 2020

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Unity Compatibility

Minimum Unity: 2019.3 (0f6)

Features

  • ![Camera Stacking in URP](Documentation~/Images/camera-stacking-example.png)
  • Added support for [Camera Stacking](Documentation~/camera-stacking.md) when using the Forward Renderer. This introduces the Camera [Render Type](Documentation~/camera-types-and-render-type.md) property. A Base Camera can be initialized with either the Skybox or Solid Color, and can combine its output with that of one or more Overlay Cameras. An Overlay Camera is always initialized with the contents of the previous Camera that rendered in the Camera Stack.
  • Added XR multipass rendering. Multipass rendering is a requirement on many VR platforms and allows graceful fallback when single-pass rendering isn't available.
  • Added support for Post Processing Version 2 (PPv2) as a fallback post-processing solution, in addition to URP's integrated post-processing solution. This enables developers to use PPv2 with Unity 2019 LTS.
  • Added Transparency Sort Mode, Transparency Sort Axis, and support for a user defined default material to 2DRendererData.
  • Added the option to toggle shadow receiving on transparent objects.
  • Added support for particle shaders to receive shadows.
  • Added AssetPostprocessors and Shadergraphs to handle Arnold Standard Surface and 3DsMax Physical material import from FBX. Basic PBR material properties like Base Color, Metalness, Roughness, Specular IOR, Emission and Normals are imported and mapped to custom shaders in Unity.

📈 Improvements

  • Removed final blit pass to force alpha to 1.0 on mobile platforms.
  • Blend Styles in the 2DRendererData are now automatically enabled/disabled.
  • When using the 2D Renderer, Sprites render with a faster rendering path when no lights are present.
  • The Scene view now mirrors the Volume Layer Mask set on the Main Camera.

🔧 Bug Fixes

  • Fixed an issue when using the 2D Renderer where some types of renderers would not be assigned the correct material.
  • Fixed an issue where viewport aspect ratio was wrong when using the Stretch Fill option of the Pixel Perfect Camera. case 1188695
  • Fixed an issue where the default TerrainLit Material was outdated, which caused the default Terrain to use per-vertex normals instead of per-pixel normals.
  • Fixed shader errors and warnings in the default Universal RP Terrain Shader. case 1185948
  • Fixed broken images in package documentation.
  • Fixed an issue where post-processing was not applied for custom renderers set to run on the "After Rendering" event case 1196219
  • Fixed an issue that caused an extra blit when using custom renderers case 1156741
  • Fixed an issue with transparent objects not receiving shadows when using shadow cascades. case 1116936
  • Fixed issue where using a ForwardRendererData preset would cause a crash. case 1201052
  • Fixed an issue that caused errors if you disabled the VR Module when building a project.
  • Fixed an issue with the null check when `UniversalRenderPipelineLightEditor.cs` tries to access `SceneView.lastActiveSceneView`.
  • Fixed an issue where the 'Depth Texture' drop down was incorrectly disabled in the Camera Inspector.
  • Fixed issue where normal maps on terrain appeared to have flipped X-components when compared to the same normal map on a mesh. case 1181518
  • Fixed RemoveComponent on Camera contextual menu to not remove Camera while a component depend on it.
  • Fixed an issue where right eye is not rendered to. case 1170619
  • Fixed issue where TerrainDetailLit.shader fails to compile when XR is enabled.
  • Fixed an issue that allowed height-based blending on Terrains with more than 4 materials, which is not supported.
  • Fixed an issue where opaque objects were outputting incorrect alpha values case 1168283
  • Fixed an issue where the editor would sometimes crash when using additional lights case 1176131
  • Fixed an issue that allowed height-based blending on Terrains with more than 4 materials, which is not supported and causes artifacts.
  • Fixed an issue where a depth texture was always created when post-processing was enabled, even if no effects made use of it.
  • Fixed an issue where the Volume System would not use the Cameras Transform when no `Volume Trigger` was set.
  • Fixed an issue where post processing disappeared when using custom renderers and SMAA or no AA
  • Fixed an issue with soft particles having dark blending when intersecting with scene geometry case 1199812
  • Fixed an issue with additive particles blending incorrectly case 1215713
  • Fixed XR SDK single-pass incorrectly switching to multipass issue. Add query for XR SDK single-pass availability using XR SDK renderpass descriptors.