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