Heroes_of_Hiis/Assets/Fantasy Adventure Environment/Changelog.txt

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1.5.5
Minimum supported version is now Unity 2019.3.7f1
Added:
- (URP) Support for LOD crossfading in Vegetation Studio Pro 1.4.5
Changed:
- Reorganized folder structure to adhere to the traditional Model/Materials format
- Scripts are now separated into a Runtime/Editor folder and contain an assembly definition
- Improved normals for the majority of trees, resulting in better directional shading
- Normal maps for tree billboards are now actually correct, so will match a tree's shading more closely
- Roughness and Height maps for terrain layers are now packed into a new RGBA mask map
- Stiffness for trees is now stored in the UV3 V-component. Branch and trunk shaders have been modified to use this instead of the Alpha vertex color channel.
* This makes it more straightforward to add wind motion support to custom tree models, wind strength may need to be adjusted
- Tree models are now stored in a single FBX file per asset
- LOD meshes for rocks/cliffs are now in the same FBX file. LOD crossfading is now enabled for them (looks best in Forward rendering)
Fixed:
- Some particle materials not always converting properly to URP
Removed:
- Option to convert from URP to Built-in RP. Instead, his can be achieved by re-importing the package.
1.5.4
Changed:
- (URP) Converted all Shader Graph custom functions into Sub-graphs to solve Shader Graph's timing sensitive import errors
Fixed:
- (URP) Tree billboards not being rendered if used with Vegetation Studio Pro
- (URP) Some materials rendering invisible in URP 11+ (2021.1 beta)
1.5.3
Minimum supported version is now Unity 2018.4.0. URP now requires v7.4.1 (available since Unity 2019.3.7f1)
Added:
- Added terrain layers (part of auto upgrade in 2018.3)
- (URP) LOD crossfading support for vegetation shaders (already enabled by default on all prefabs)
- (URP) Foliage bending functionality to Foliage shader
Changed:
- Assuming Linear color space by default, colors have been adjusted to fit
- (URP) Greatly improved translucency for Foliage shader
- Particle effects now use the Standard particle shader (this also supports camera fading)
- Normal map inputs on cliff shaders are now correctly marked as such
- (URP) Vegetation shaders now use the same material UI as in the built-in RP
- URP material conversion now forces shaders to re-import after completion, as a workaround for Shader Graph import issues.
Fixed:
- Foliage bender now pushes grass/foliage away in the correct direction, regardless of the rotation of a mesh.
1.5.2
Added:
- Options to convert to Built/Universal Render Pipeline under Edit/Render Pipeline menu
- Color (HDR) field to tree branch shader. Transmission color is now also HDR-enabled.
Fixed:
- Errors in built-in water shader when reflection probe box projection wasn't enabled
1.5.1
Added:
- Pigment Map Generator now has a resolution parameter, and option to assign all active terrains
Fixed:
- (URP) Foliage shader light transmission effect is now influenced by directional light intensity
- (URP) Particle effect materials now convert completely when installing URP shaders (materials must still be selected once, before changes apply)
1.5.0
Minimum supported version is now Unity 2017.4.0
Added support for the Universal Render Pipeline in Unity 2019.3+. Shaders can be unpacked and FAE materials converted through the Help menu.
Notes:
- Grass is not available for the URP, the Stylized Grass Shader package offers a fully fledged URP grass shader. Grass materials will automatically use the foliage shader instead.
- LOD Crossfading is unavailable in the URP
- Custom shader UI's aren't supported by Shader Graph, material inspectors will use default formatting
Added:
- Revised water shader for the URP with improved intersection effect and shoreline waves.
Changed:
- Improved color padding on vegetation texture atlas, no longer shows dark edges on some plants on lower mipmaps
- (URP) Tree branches, light transmission is now masked by shadows
- Greatly reduced file size of cliff textures with no discernible quality loss (90mb savings)
- Shader controllers for Vegetation Studio Pro are now included in this package and support URP shaders
1.4.1
Fixed:
- Tree branch shader turning black if Directional Light was disabled or when using Mixed lighting with baked lightmaps.
- Shaders now receive lighting from Spot/Point lights in Forward Rendering when using Vegetation Studio
- Removed empty LOD2 from GrassPatch prefab, which prevented it from being used with Vegetation Studio Pro
1.4.0
- Unity 2019.3 compatibility verified
- All Substance materials have been replaced by textures
Added:
- Grass patch prefab, designed for mass placement
Changed:
- Cliff shaders now support Vegetation Studio's Instanced Indirect rendering
- Demo scenes now have post processing set up by default (Requires Post Processing package to be installed)
Fixed:
- Improved quality of tree billboard normal maps, fixes black billboards in Unity 2019.2+
1.3.1
Changed:
- Shading improvements for SpeedTree assets
Fixed:
- Custom pigment map option not accessible
1.3.0
Added:
- Ivy kit, consisting out of 6 variants
- Profile and LUT for the Post Processing Stack v2
Changed:
- PigmentMapGenerator
* Texture operations are now performed on the GPU resulting in much faster rendering
* Now has the option to manually input the terrain's size and position
- Foliage shader now has controls for global wind motion and leaf flutter
- Wind Controller, direction is now solely determined by the object's forward axis.
Fixed:
- Black color bleeding on elephant ear plant
- PigmentMapGenerator rendering half of the terrain when Game View is open and set to "Free Aspect"
Removed:
- Option to use legacy vertex color layout for tree branch and trunk shaders
1.2.6
- Checked for compatibility with v2.0.2 of the Substance plugin
- Minor changes and improvements
1.2.5:
Added:
- Grass terrain substance, rocks layer
- Dirt terrain substance, more controls for rocks
Fixed:
- PigmentMapGenerator fixes for some scenarios
1.2.4:
Fixed:
- Grass and foliage shader, light transmission issue on OpenGL
- PigmentMapGenerator fixes for some scenarios
- (2018+) Compatibility with Substance plugin v2.0.1
1.2.3
Added:
- WindController can now adjust the overall wind effect based on a WindZone's "Main" value.
Fixed:
- Water shader not compiling on MacOS when using Metal rendering
Changed:
- Foliage shader now uses a different wind animation method, resulting in less mesh deformation
- PigmentMapGenerator, improved workflow when using MegaSplat
- PigmentMapGenerator, improved support for mesh terrains with a centered pivot point.
- Minor improvements to tree branch shader
- Removed LOD group from plants with only one mesh
1.2.2
Unity 2018.1+: Substances have been converted to regular textures. Go to Help->Fantasy Adventure Environment to install Substance functionality.
1.2.1
Added:
- Vegetation shaders now support Instanced Indirect rendering
- Tree Branch shader now has a toggle to read SpeedTree wind for trees made using the Unity SpeedTree modeler
Changed:
- Usage of vertex color channels Blue and Alpha have been swapped, to be more in line with third-party baking tools.
A "Use Legacy Vertex Colors" toggle has been added to the Branch and Trunk shaders to swap them back.
- Optimized lightmap scale for all asset prefabs
Fixed:
- Warnings regarding Birch trees when using realtime GI
1.2.0
Updated minimum supported version to Unity 5.6 to make full use of GPU-instancing
Added:
- About window
- PigmentMapGenerator support for multi-terrain setups, please view the documentation for usage instructions
- Arrow gizmo to WindController
- Grass shader support for Vegetation Studio's TouchReact system. Flattened grass is also tinted slightly darker.
- Nav Mesh Obstacle component to all trees
- WindTrails particle effect
Changed:
- Recompiled shaders using latest ASE version (1.5.0)
- WindController no longer utilizes a Substance material
- WindAmplitude is now a shader value
- Sunshaft particles now use Soft Particles (Quality Settings) for better performance scaling
- Sunshafts no longer use the Directional Light's alpha channel for opacity, added an Opacity material parameter instead
- Grass wind tinting is now influenced by wind strength
- FoliageBender now adds a slight dark tint to grass
- Renamed "Resources" folder to "Source", to avoid unneccesary build inclusion
Fixed:
- Grass light transmission being visible in shadows
Removed:
- Water/Particles/RockDetail Substance materials (Had no parameters, so were baked to textures)
1.1.2
Fixed:
- Build errors on Nintendo Switch
- Recreated Sunshaft shaders in ASE, fixing PS4 issues
Changed:
- Removed all third party scripts from demo scene
1.1.1
Added:
- Willow_A tree asset (with LODs, billboard and collider)
- Willow_B tree asset (with LODs, billboard and collider)
- Ambient Occlusion to tree trunks
- ShaderGUI for FAE/Tree Trunk shader
- Current Wind Controller settings information in Shader GUI's when help is toggled
- Option under GameObject menu to create a new Wind Controller object
Changed:
Trees:
- Wind response, Ambient Occlusion and Light Transmission for all trees has been improved and fine-tuned per tree type
- Corrected normals on Pine_A LOD meshes
- Corrected UVs of Spruce and Pine tree trunks so the material is less vertically stretched
- Lowered all trees 0.3 units, so the trunk doesn't appear to float on steep terrain surfaces
Wind:
- Wind strength is now a shader function and thus can be changed during runtime
- Wind weight parameter in shaders is renamed to "MaxWindStrength"
Grass:
- Light transmission now visible in shorter grass as well
- Improved grass wind color influence (only brightens, rather than darkening and brightening)
1.1.0
Added:
- Collider meshes for Palm_B and Palm_C
- Pigment map generator now has options to flip or rotate the pigment map for mesh terrains
- Support for a custom pigment map
Changed:
- Tree trunk gradient is now inverted, making the top darker instead of the bottom (ambient occlusion for trunks to be added)
- Made wind vectors less uniform (Wind response for trees will soon be improved)
- Pigment map generator now works with mesh terrains with centered pivots
- Minor UI improvements
- Reduced splatmap size in demo scene
Fixed:
- High trunk weight wind values elongating the trees
1.0.9
Added
- Palm_B and Palm_C tree assets (with LODs, billboards)
- Dead branches to palm trees with separate color controls
- Custom inspector for WindController script
- Option to visualize the wind vectors in the Foliage, Grass and Tree Branch shader GUI's
Fixed:
- Several warnings
- Substance baker target folder not saving correctly
1.0.8
Added:
- Groundcover clovers, dead branches and two elephant ear plants
- Terrain sand material
Changed:
- PigmentmapGenerator now also works with mesh terrains
- Recompiled shaders using Amplify Shader Editor v1.3.4 ("_MaskClipValue" parameter is now called to "_Cutoff", adjusted Shader GUI's accordingly)
1.0.7
Added:
- New forest floor Substance material for the terrain, featuring needles, moss, roots, rocks and leafs
- Ability to bake the Substance textures for the terrain automatically, to allow for easy itteration
Changed:
- Refactored TerrainRock material, secondary and tertiary layers have been removed, more color properties have been added
- TerrainSnow material now has a sparkles effect when roughness is set to full
1.0.6
Added:
- Custom material inspectors for the Foliage, Grass and Tree Branch shaders. Features buttons to toggle parameter descriptions.
Changed:
- Removed the height- and pigment map functionality from the Foliage shader. Made a seperate "Grass" shader instead, which does have these features.
- WindController script, when added, now automatically tries to locate the FAE_WindVectors substance in the project
- PigmentMapGenerator clears the pigment map texture from the Grass shader when it is disabled. This avoids inadvertently using a pigment map from another scene.
Fixed:
- Grass animation not working when PigmentMap is deleted
1.0.5
Added:
- Grass billboard texture, for use on the terrain (Terrain/Textures folder)
Changed:
- Made vegetation meshes compatible with Vegetation Studio shaders
- Checked PigmentmapGenerator compatibilty with MicroSplat, made adjustments accordingly
- Improved usability of PigmentmapGenerator component
Fixed:
- Error catching in the PigmentmapGenerator script
- Corrected normal map behaviour in branch substances
- Fixed Palm bark artifacts in substance material
Removed:
- FAE_PigmentMap substance (obsolete)
- Standard Assets third person controller
1.0.4
Added:
- Grass blending with the terrain color is now 100% accurate, and no longer limited to the first 4 terrain textures.
- Random rotation parameter to GrassAtlas substance
Changed:
- Polished demo scene some more + performance improvements
- Cliff shader, increased base-intensity of detail normal map
- Cliff prefabs, set collider to "Convex" by default, added an optional Box Collider component
- Seperated the grass substance from the vegetation container
- Dust motes now use the Sunshaft particle shader, so they react better to lighting conditions
Fixed:
- CliffAppearance reverting some values to prefab defaults on play
- Face normals on fern mesh
1.0.3
Added:
- Billboard LODs for all trees. Allows you to have much more trees on screen.
- New Pine bark Substance material
Fixed:
- Tree branches turning black on DirectX 9
- Color bleeding on dead pine branches
- Wrong material on Cliff_E LODs
Changed:
- Trees now have a capsule collider, so they work as terrain trees. Tree colliders have not been removed, you can use these instead if you wish
- The Trees Substance container has been split up, each tree type has it's own container now.
- Spruce_B is now a little more distinct from its counterparts.
1.0.2
Added:
- Cliff coverage feature (snow, grass, etc)
- Custom inspector for CliffAppearance script
- Demo scene to showcase the cliff coverage functionality
Fixed:
- Shaders now work correctly on OSX
1.0.1
Fixed:
- Tree trunks and branches not moving synchronously when Static Batching is enabled
- PigmentmapGenerator will now work with any uniform terrain size and position
1.0.0
Initial release