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Ver 2.4.0

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@stalomeow stalomeow released this 05 Mar 05:21
· 95 commits to main since this release
b254e6e

Notable Changes

Rendering path

Now, this package supports both Forward and Forward+ rendering path.

New asset processor

The new asset processor integrates unity preset system and is fully configurable.

_asset_processor

For more information, please see Documentation~/WorkingWithAssetProcessor.md.

Bloom anti-flicker

When mipping down, sample the middle pixels to reduce flicker while preserving color saturation.

In vertex shader:

float4 texelSize = _BlitTexture_TexelSize;
float4 offset1 = float4(-0.5, -0.5, -0.5, +0.5);
float4 offset2 = float4(+0.5, -0.5, +0.5, +0.5);
uv1 = texelSize.xyxy * offset1 + output.texcoord.xyxy;
uv2 = texelSize.xyxy * offset2 + output.texcoord.xyxy;

In fragment shader:

half4 c1 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv1.xy);
half4 c2 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv1.zw);
half4 c3 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv2.xy);
half4 c4 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv2.zw);
return 0.25 * (c1 + c2 + c3 + c4);

渲染路径

现在同时支持 ForwardForward+

新资产处理器

整合了 unity preset 系统并且完全可配置。

_asset_processor

更多信息,请看 Documentation~/WorkingWithAssetProcessor_CN.md

Bloom 抗闪烁

逐级降采样时,采样中间像素以减少闪烁,同时保留颜色的饱和度。

In vertex shader:

float4 texelSize = _BlitTexture_TexelSize;
float4 offset1 = float4(-0.5, -0.5, -0.5, +0.5);
float4 offset2 = float4(+0.5, -0.5, +0.5, +0.5);
uv1 = texelSize.xyxy * offset1 + output.texcoord.xyxy;
uv2 = texelSize.xyxy * offset2 + output.texcoord.xyxy;

In fragment shader:

half4 c1 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv1.xy);
half4 c2 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv1.zw);
half4 c3 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv2.xy);
half4 c4 = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv2.zw);
return 0.25 * (c1 + c2 + c3 + c4);