892 lines
46 KiB
Plaintext
892 lines
46 KiB
Plaintext
GPU Instancer v1.8.0
|
|
Copyright ©2018-23 GurBu Technologies
|
|
---------------------------------
|
|
Thank you for supporting GPU Instancer!
|
|
|
|
---------------------------------
|
|
DOCUMENTATION
|
|
---------------------------------
|
|
Please read our online documentation for more in-depth explanations and customization options at:
|
|
http://wiki.gurbu.com/
|
|
|
|
---------------------------------
|
|
SETUP
|
|
---------------------------------
|
|
1. Add the desired Managers to your scene
|
|
|
|
1.1. Add Prefab Manager
|
|
Tools -> GPU Instancer -> Add Prefab Manager
|
|
|
|
1.2. Add Detail Managers to your scene (Requires at least one Unity terrain present in the scene)
|
|
Tools -> GPU Instancer -> Add Detail Manager For Terrains
|
|
|
|
1.3. Add Tree Managers to your scene (Requires at least one Unity terrain present in the scene)
|
|
Tools -> GPU Instancer -> Add Tree Manager For Terrains
|
|
|
|
2. In the Inspector window, press the "?" button at the top-right corner to get detailed information about setting up the manager.
|
|
|
|
Additionally, you can check the Getting Started Documentation from the following website:
|
|
https://wiki.gurbu.com/index.php?title=GPU_Instancer:GettingStarted
|
|
|
|
|
|
Best Practices
|
|
---------------------------------
|
|
It is highly recommended to read the best practices wiki page to get the most out of GPU Instancer:
|
|
https://wiki.gurbu.com/index.php?title=GPU_Instancer:BestPractices
|
|
|
|
Tools
|
|
---------------------------------
|
|
Tools -> GPU Instancer -> Scene Prefab Importer
|
|
The Scene Prefab Importer is designed to easily define prefabs from the existing prefab instances in your scenes to the GPUI Prefab Manager as prototypes.
|
|
|
|
Tools -> GPU Instancer -> Prefab Replacer
|
|
Replaces the selected GameObjects in the scene hierarchy with the selected prefab as instances of that prefab.
|
|
|
|
Edit -> Preferences -> GPU Instancer
|
|
GPU Instancer Settings can be used to personalize the GPUI Manager editors according to your needs.
|
|
|
|
Additional Components
|
|
---------------------------------
|
|
GPU Instancer includes additional MonoBehaviour components that you can use to manage custom operations. For detailed information on these components, you can
|
|
check the GPU Instancer Getting Started Documentation page at:
|
|
https://wiki.gurbu.com/index.php?title=GPU_Instancer:GettingStarted#Components
|
|
|
|
---------------------------------
|
|
SUPPORT
|
|
---------------------------------
|
|
F.A.Q.: https://wiki.gurbu.com/index.php?title=GPU_Instancer:FAQ
|
|
|
|
If you have any questions, requests or bug reports, please email us at: support@gurbu.com
|
|
Unity Forum Thread: https://forum.unity.com/threads/gpu-instancer.529746/
|
|
|
|
---------------------------------
|
|
DESCRIPTION
|
|
---------------------------------
|
|
GPU Instancer is an out of the box solution to display extreme numbers of objects on screen with high performance.
|
|
With a few mouse clicks, you can instance your prefabs and Unity terrain details and trees.
|
|
|
|
GPU Instancer provides user friendly tools to allow everyone to use Indirect GPU Instancing without having to go through
|
|
the deep learning curve of Compute Shaders and GPU infrastructure. Also, an API with extensive documentation is provided
|
|
to manage runtime changes.
|
|
|
|
To provide the fastest possible performance, GPU Instancer utilizes Indirect GPU Instancing using Unity's
|
|
DrawMeshInstancedIndirect method and Compute Shaders.
|
|
|
|
GPU Instancing results in magnitudes of performance improvement over static batching and mesh combining. Also, other available
|
|
solutions for GPU Instancing (including Unity's material option and the DrawMeshInstanced method) fail short on limited buffer
|
|
sizes and therefore result in more draw calls and less performance. By using the indirect method GPU Instancer aims to provide
|
|
the ultimate solution for this, and increases performance considerably while rendering the same mesh multiple times.
|
|
|
|
GPU Instancer consists of three main Monobehavior classes named "GPU Instancer Prefab Manager", "GPU Insancer Detail Manager" and "GPU Insancer Tree Manager".
|
|
|
|
GPU Instancer Prefab Manager
|
|
---------------------------------
|
|
By adding your prefabs to the Prefab Manager, the prefab instances you add to your scenes are automatically rendered by GPU Instancer.
|
|
It also provides additional functionality such as adding/removing instances at runtime, changing material properties per instance,
|
|
and enabling/disabling GPU Instancing and Rigidbodies on instanced objects (at a specified area) at runtime.
|
|
|
|
Note that prefab manager only accepts user created prefabs. It will not accept prefabs that are generated when importing your 3D model assets.
|
|
|
|
GPU Instancer Detail Manager
|
|
---------------------------------
|
|
Detail Manager takes over rendering of detail prototypes added to your Unity terrain.
|
|
It comes with a grass shader which gives you the ability to customize how your grass will look on your terrain with a set of shader
|
|
properties that can be edited from the manager.
|
|
|
|
GPU Instancer Tree Manager
|
|
---------------------------------
|
|
Tree Manager takes over rendering of tree prototypes added to your Unity terrain. Billboards are automatically generated for Trees and added as the
|
|
final LOD level in the prototype's rendering pipeline.
|
|
|
|
---------------------------------
|
|
FEATURES
|
|
---------------------------------
|
|
- Out of the box solution for complex GPU Instancing.
|
|
- VR compatible. Works with both single pass and multipass rendering modes.
|
|
- Mobile compatible. Works with both iOS and Android.
|
|
- Easy to use interface.
|
|
- Tens of thousands of objects rendered lightning fast in a single draw call.
|
|
- GPU frustum culling.
|
|
- GPU occlusion culling (also supports VR platforms with both single pass and multipass rendering modes).
|
|
- Automatically configured custom shader support.
|
|
- Supports Standard, Universal and HD Render Pipelines.
|
|
- Complex hierarchies of prefabs instanced with a single click.
|
|
- Multiple sub-meshes support.
|
|
- LOD Groups and cross-fading support. (Cross-fading is supported on Standard Render Pipeline only)
|
|
- Automatic 2D Billboard generation system (auto-added as last LOD).
|
|
- Shadows casting and receiving support for instances (frustum culled instances still can cast shadows).
|
|
- Ability to use custom shadow distance per prototype and to choose the LOD to render shadows with.
|
|
- Support for Floating Origin handling.
|
|
- Multiple camera support.
|
|
- Unity 5.6 support.
|
|
- Well documented API for procedural scenes and runtime modifications (examples included).
|
|
- Ability to Remove instances inside bounds or colliders at runtime.
|
|
- Ability to extend with custom Compute Shaders.
|
|
- Example scenes that showcase GPU Instancer capabilities.
|
|
|
|
Prefab Instancing Features:
|
|
- Ability to automatically instance prefabs at your scene that you distribute with your favorite prefab painting tool.
|
|
- Automatically Add-Remove prefab instances without any aditional code.
|
|
- Automatic detection and updating of transform position, rotation and scale changes.
|
|
- Full or area localized rigidbody and physics support.
|
|
- Nested Prefabs support (Unity 2018.3 and later).
|
|
- Add-Remove-Update prefab instances with or without instantiating GameObjects (examples included).
|
|
- Instance based material variations through API (similar to Material Property Blocks). (Not supported on Android because of buffer limitations)
|
|
- Enabling and disabling instancing at runtime per instance basis.
|
|
- API to manage instanced prefabs at runtime.
|
|
- Includes mobile demo scene with custom controllers.
|
|
|
|
Detail Instancing Features:
|
|
- Dense grass fields and vegetation with very high frame rates.
|
|
- Included vegetation shader with wind, shadows, AO, billboarding and various other properties.
|
|
- Support for custom shaders and materials.
|
|
- Cross quadding support: automatically turns grass textures to crossed quads.
|
|
- Ability to paint prefabs with custom materials on Unity terrain (with Unity terrain tools).
|
|
- Ability to use prefabs with LOD Groups on Unity terrain.
|
|
- Further performance improvements with automatic spatial partitioning.
|
|
- API to manage instanced terrain detail prototypes at runtime (examples included).
|
|
- Editor GPU Instancing simulation.
|
|
|
|
Tree Instancing Features:
|
|
- Dense forests with very high frame rates.
|
|
- Speed Tree support with wind animations.
|
|
- Speed Tree 8 support with wind animations.
|
|
- Tree Creator support with wind animations.
|
|
- Included billboard baker and renderers.
|
|
|
|
Extension Packs:
|
|
- Crowd Animations: Provides workflows for GPU Instancer to be used with animated crowds.
|
|
https://assetstore.unity.com/packages/tools/animation/gpu-instancer-crowd-animations-145114
|
|
|
|
Third Party Integrations:
|
|
- Map Magic and Map Magic 2 integration.
|
|
|
|
---------------------------------
|
|
MINIMUM REQUIREMENTS
|
|
---------------------------------
|
|
- DirectX 11 or DirectX 12 and Shader Model 5.0 GPU (Windows)
|
|
- Metal (macOS, iOS)
|
|
- OpenGL Core 4.3 (Windows, Linux)
|
|
- Vulkan (Android, Windows, Linux)
|
|
- OpenGL ES 3.1 (Android 8.0 Oreo or later)
|
|
- Modern Consoles (PS4, PS5, Xbox One)
|
|
|
|
Note: Oculus Quest (any version) is NOT supported
|
|
|
|
---------------------------------
|
|
KNOWN LIMITATIONS
|
|
---------------------------------
|
|
There are certain limitations that are introduced by the way Indirect GPU instancing works and/or how Unity handles it.
|
|
You can find a list of the known limitations in the following wiki page:
|
|
https://wiki.gurbu.com/index.php?title=GPU_Instancer:FAQ#What_are_the_Known_Limitations.3F
|
|
|
|
---------------------------------
|
|
DEMO SCENES
|
|
---------------------------------
|
|
You can find demo scenes that showcase GPU Instancer capabilities in the "GPUInstancer/Demos" folder.
|
|
These scenes are only for demonstration and you can safely remove this folder from your builds.
|
|
Some demos also have a "PostProcessing" folder. For best visual results, you can add a "Post-Processing Behavior"
|
|
script to the scene cameras and add the setting object to this script from this folder.
|
|
|
|
SRP NOTE: If you are using URP or HDRP, you can extract the corresponding override packages under the "GPUInstancer/Demos/"
|
|
folder to view the demo scenes in your project. For more information, please check the "Demo_Packages_SRP-Readme" file under the same folder.
|
|
|
|
---------------------------------
|
|
CHANGE LOG
|
|
---------------------------------
|
|
|
|
v1.8.0
|
|
|
|
New: Added URP LOD Cross Fade subgraph and a sample shader
|
|
|
|
Changed: URP render scale and shadow distance values are now calculated from Quality Settings render pipeline asset instead of the Graphics Settings
|
|
Changed: Added Occlusion Culling warning for URP when HDR is disabled
|
|
Changed: Replaced obsolete masterTextureLimit with globalTextureMipmapLimit for Unity versions 2022.2 or higher
|
|
|
|
Fixed: Occlusion Generator RenderTexture memory leak
|
|
Fixed: Material memory leak
|
|
Fixed: Occlusion Generator mip level calculation error
|
|
Fixed: DetermineTreePrototypeType method error when material reference is null
|
|
Fixed: Removed unnecessary variant prefab choice on Prefab Manager for model prefab variants
|
|
Fixed: Instances are rendering blurry on Unity 2023 HDRP when Motion Vectors is enabled
|
|
|
|
v1.7.7
|
|
|
|
Fixed: Crash caused by previews on Unity 2022.2 when using Forward+ rendering mode
|
|
|
|
v1.7.6
|
|
|
|
New: Added GetVariationBuffer API method to access variation ComputeBuffer
|
|
|
|
Changed: Detail Manager will show an error message when Detail Scatter Mode is set to Coverage Mode
|
|
|
|
Fixed: Error when adding billboard to objects with LOD groups with more than 4 levels
|
|
Fixed: Error when destroying object within Modification Collider
|
|
Fixed: Tree Manager uses the original prefab when adding prefab variation
|
|
Fixed: Detail Manager spatial partitioning error when detail resolution is higher than the terrain size
|
|
|
|
v1.7.5
|
|
|
|
Fixed: Files with .compute extension without kernel causing "Assertion failed" error messages during build
|
|
Fixed: Auto. converted URP SpeedTree7 shader alpha test not working
|
|
|
|
v1.7.4
|
|
|
|
New: Shadows Only mode support
|
|
New: Added Terrain Normal Effect setting for Detail Prototypes
|
|
|
|
Fixed: Auto. shader conversion syntax error when using Instanced Property with ASE shaders
|
|
Fixed: First run in editor fails after script compilation when Reload Scene setting is off
|
|
|
|
v1.7.3
|
|
|
|
New: Added API methods to release Compute Buffers manually
|
|
New: Added API methods to support NativeArrays for prefab variations
|
|
|
|
Changed: Managers will be disabled when Unity is run with -nographics command line argument
|
|
|
|
Fixed: LOD shadows are not shown correctly when set to None
|
|
Fixed: Null reference exception when render pipeline asset is not set for URP
|
|
Fixed: TreeProxy_GPUI shader error on Metal
|
|
Fixed: ChangeMaterial API method error when setting material for meshes with multiple submeshes
|
|
Fixed: IndexOutOfRangeException when using 7 or more levels on an LOD Group
|
|
Fixed: Auto converted URP SpeedTree8 shader does not use alpha test
|
|
Fixed: When original material is used with LOD cross-fade, objects disappear in edit mode
|
|
|
|
v1.7.2
|
|
|
|
New: LOD cross fade support for Android
|
|
New: LOD cross fade support for URP 10.x and later (shaders require to be compatible with LOD cross-fading by using the LODDitheringTransition method)
|
|
New: Soft Occlusion, Tree Creator and Built-in Billboard shaders now support LOD cross-fading
|
|
|
|
Changed: Added error message for LOD Groups in child GameObjects of a prefab
|
|
|
|
Fixed: AddPrefabInstances method not calling the setup method for instances
|
|
Fixed: Matrix4x4FromString method causing errors when the computers default language is using a different decimal separator
|
|
Fixed: Editor exception when Tree Manager has no Terrains defined
|
|
|
|
v1.7.1
|
|
|
|
New: Better Lit Shader support
|
|
New: Better Shaders support
|
|
New: MapMagic 2 integration editor simulation support for Terrain details
|
|
New: MapMagic 2 integration floating origin support
|
|
New: Added menu item option to add Detail Managers under Terrain Game Objects
|
|
New: Added Select Shader button when there is an incompatible shader warning under prototype settings
|
|
New: Added temporary menu item to fix Unity 2021.2.8 shader compiler bug
|
|
New: Added help menu items to access online documentation
|
|
New: Added LOD cross-fading support for Tree Soft Occlusion shaders
|
|
New: Added AddPrototoypeToManager API method to add pre-defined prototypes to Prefab Manager
|
|
|
|
Changed: Auto converted shaders from Packages folder will be created under GPUInstancer/Shaders folder instead of PrototypeData
|
|
Changed: Prototype LOD Settings can now be edited when multiple prototypes are selected
|
|
|
|
Fixed: HDRP LOD Cross Fade does not transition smoothly
|
|
Fixed: When a prototype does not have an LOD group but have a billboard, cross fading is not applied
|
|
Fixed: Tree Manager edit prototype prefab button does not edit the prototype on the additional terrains
|
|
Fixed: Generate Billboard toggle is not applied when editing multiple prototypes
|
|
|
|
v1.7.0
|
|
|
|
New: 2D Billboard generator support for URP and HDRP 10.x and later
|
|
|
|
Changed: When a shader is missing GPUI instancing setup, an error shader will be used and an error will be shown on the console instead of a warning
|
|
Changed: When Shader Graph shader is missing GPUI instancing setup, a link to the shader setup documentation will show on the prototype settings with an error message
|
|
Changed: Prototype Billboard Settings can now be edited when multiple prototypes are selected
|
|
Changed: Automatic shader conversion processes shader code much faster now
|
|
|
|
Fixed: "Importer(NativeFormatImporter) generated inconsistent result for asset" warning when a prototype is removed from Tree/Detail Manager
|
|
Fixed: Automatic shader conversion causing editor to stuck with message "Application.UpdateScene"
|
|
Fixed: Missing Tree Proxy shader on SRP causing Argument null exception when using SpeedTree shader
|
|
Fixed: SpeedTree prototypes does not take billboard distance setting into consideration
|
|
Fixed: Test Both eyes for VR Occ. Culling not working on Single Pass Instanced rendering mode and on SRP with Multi Pass rendering mode
|
|
(Please note that we assume that Unity provides correct camera projection matrices for VR. Some Unity/URP/HDRP versions provide false projection matrices which results in incorrect culling. E.g. URP has errors prior to version 12.x, HDRP currently has bugs on all versions)
|
|
|
|
v1.6.0
|
|
|
|
New: Material Variations support on Android
|
|
New: Option to apply rotation and scale changes for Floating Origin feature
|
|
|
|
Changed: Pre-set gpui_InstanceID inside shader setup function for better performance while using material variations
|
|
Changed: Added progress bar and cancel button to Prefab Replacer
|
|
Changed: Occlusion Culling on HDRP now gets the depth from the texture array directly instead of copying it to a temporary texture
|
|
|
|
Fixed: Detail Manager simulator still runs after the manager is disabled when keep simulator live option is active
|
|
Fixed: Material variations does not effect shadow passes
|
|
Fixed: Compute shader method typo
|
|
Fixed: Sometimes Managers Awake method is not being called at Editor Mode causing null reference errors
|
|
Fixed: GLES3 compute shader maximum UAV warning
|
|
Fixed: GLES3 incorrect shadow instance count calculation
|
|
Fixed: GLES3 shadows only shader not working
|
|
Fixed: SPDTree shader duplicate instancing pragma warning
|
|
Fixed: PS5 invalid compute buffer handle error
|
|
Fixed: HDRP Occlusion Culling error "Texture creation failed. 'None' is not supported"
|
|
|
|
v1.5.4
|
|
|
|
New: Added Rendering Layer Mask support
|
|
|
|
Fixed: NullReferenceException when adding an instance if the buffer size is zero during initialization and the Auto. Update Transform Data is enabled
|
|
Fixed: Editor Layout error after dialog boxes are shown
|
|
Fixed: LOD Color Debugger changes original materials color when Use Original Material When Instanced is enabled
|
|
|
|
v1.5.3
|
|
|
|
New: VR Single Pass Instanced rendering mode support
|
|
|
|
Changed: Occlusion Culling Type Preference setting is now obsolete, GPUI will always use Compute Shaders for obtaining Depth Texture
|
|
|
|
Fixed: VR Occlusion Culling "Cannot create GPUI HiZ Depth Texture for occlusion culling: Screen size is too small." error
|
|
Fixed: HDRP shader conversion not working when include pragmas are inside shader passes
|
|
Fixed: VR Occlusion culling not working when test both eyes setting is enabled on SRP
|
|
Fixed: Editor Simulator not loading the correct SceneView camera in Unity 2021.2
|
|
|
|
v1.5.2
|
|
|
|
New: HDRP LOD Cross Fade support
|
|
New: Prefab Manager can now show preview images of prototypes that do not have gameObject references
|
|
New: Multiple shaders and materials can now be selected for setup using the context menu
|
|
New: Added "Use Original Material When Instanced" Preference option
|
|
|
|
Fixed: Camera half angle not being calculated correctly when auto select camera is disabled
|
|
Fixed: Detail Manager threads not cleared when manager is disabled before initialization finishes
|
|
Fixed: Generate Bilboard GUI errors
|
|
Fixed: Prefab Manager throwing errors when the prototype does not have a prefab reference
|
|
Fixed: ClonePrototypeAtRuntime API method unnecessary initialization
|
|
|
|
v1.5.1
|
|
|
|
Fixed: Build error 'The name 'keepSimulationLive' does not exist in the current context'
|
|
|
|
v1.5.0
|
|
|
|
New: Added Package Importer system which automatically imports required GPUI packages depending on the UPM packages and script defines
|
|
New: Added ClonePrototypeAtRuntime API method to create a copy of a prototype at runtime
|
|
New: Detail Manager can now run simulation automatically and update changes without manually pressing the Start Simulation button
|
|
New: Added "Remove From List" button to Prefab Manager to remove the prototype from the manager without deleting its' data
|
|
|
|
Changed: InstanceDataArray is now obsolete, InstanceDataNativeArray will be used
|
|
Changed: Auto. Update Transform Data feature now runs in Jobs
|
|
Changed: In editor mode Detail Manager will render terrain details by default
|
|
Changed: Renamed NUM_THREADS to GPUI_THREADS because it was causing compile errors on PSSL
|
|
|
|
Fixed: Editor Layout error after dialog boxes are shown
|
|
|
|
v1.4.6
|
|
|
|
Fixed: Occlusion culling depth texture format error on HDRP
|
|
Fixed: PrefabInstancing demo scene out of bounds error
|
|
|
|
v1.4.5
|
|
|
|
New: Receive Shadows option on Mesh Renderers of a prefab is taken into consideration while making the DrawMeshInstancedIndirect calls
|
|
New: Added ChangeLODShadow API method to edit LOD shadows at editor mode and/or runtime
|
|
New: Added "autoIncreaseBufferSize" optional parameter to AddPrefabInstance API method
|
|
|
|
Changed: Improved editor performance of managers by significantly reducing the amount of text read calls made by auto-shader conversion
|
|
|
|
Fixed: GPUInstancerPrefab component serializing state
|
|
Fixed: Map Magic 2 integration IMultiBiome compile error
|
|
Fixed: Unnecessary draw calls are being made for disabled LOD shadows
|
|
Fixed: SetDataPartial setting data more than once in some cases
|
|
|
|
v1.4.4
|
|
|
|
New: Added foliage support packages for HDRP 10 and URP 10
|
|
New: Added demo override packages that support HDRP 10 and URP 10
|
|
|
|
Fixed: Occlusion culling depth texture not scaling correctly when render scale is not 1 on URP
|
|
Fixed: CopyTexture format incompatibility issue for HDRP 10
|
|
Fixed: AddModifyTerrainsRuntimeDemo generated terrains now use the correct terrain shader in URP
|
|
|
|
Changed: HDRP 10 and URP 10 GPUI shaders are remade with ShaderGraph 10
|
|
|
|
v1.4.3
|
|
|
|
New: Added a sub graph and a demo scene for material variations with Shader Graph
|
|
|
|
Fixed: Instances are not rendered when editor is paused
|
|
Fixed: Map Magic 2 integration can not import objects from graphs with biomes
|
|
Fixed: Shadow distance is now correctly read from the Universal Render Pipeline Asset in URP.
|
|
Fixed: XR and VR libraries are now checked for and the VR logic defaults to non-VR if both libraries are not present.
|
|
|
|
v1.4.2
|
|
|
|
New: Multiple Terrains support for Tree Manager
|
|
New: Map Magic 2 integration
|
|
New: Added API methods to set buffer data using NativeArrays
|
|
New: Added Assembly Definition files
|
|
|
|
Changed: MapMagic integration files added to an extra unitypackage which can be extracted on demand
|
|
|
|
Fixed: When generating new prototype data Tree and Detail manager overriding existing one if the file names are the same
|
|
|
|
v1.4.1
|
|
|
|
New: ShaderGraph Node for adding GPU Instancer setup on newer Shader Graph versions
|
|
|
|
Changed: Increased Occlusion Cull Offset max value to 0.1
|
|
Changed: When GPUInstancer folder is moved under another folder (e.g. Plugins) new files will be created at the new location instead of Assets/GPUInstancer
|
|
Changed: LOD cross-fade feature is disabled for HDRP and URP (should fix Tree Manager sometimes not showing trees in HDRP)
|
|
|
|
Fixed: Settings file not being loaded when an API call is made before a GPUI Manager is initialized (Should also fix some Demo scenes getting null pointer exception when first loaded in newer Unity versions)
|
|
Fixed: Occlusin culling bounding box depth value mapped to -1,1 while it should be 0,1 (Many thanks to Dmitry Nozhnin for pointing out this issue!) - This now results in more but still accurate culling
|
|
Fixed: SRP auto-shader conversion for custom shaders updating include paths incorrectly
|
|
Fixed: Auto-converted shaders being updated after original shader is modified when auto-shader conversion is disabled
|
|
Fixed: DefineGameObjectAsPrefabPrototypeAtRuntime API null pointer exception when attachScript parameter is false
|
|
Fixed: Billboard Generator creating faulty billboard atlasses when texture resolution in project quality settings is set to a value other than "Full Res"
|
|
Fixed: LOD Color Debugger and Draw Call Debugger not showing colors on SRP
|
|
|
|
v1.4.0
|
|
|
|
New: Added HDRP foliage shader support
|
|
New: Added an override package containing the Universal Render Pipeline versions of GPUI demo scenes
|
|
New: Added an override package containing the High Defition Render Pipeline versions of GPUI demo scenes
|
|
New: Added Universal Render Pipeline support for SpeedTree 7 and 8 trees
|
|
New: Added Update Simulation On Change option to update terrain detail simulation when terrain is edited in Editor Mode
|
|
|
|
Changed: Detail Manager now logs a relevant error message if the required pipeline version of the GPUI foliage shader is missing
|
|
Changed: DefineAndAddVariationFromArray now allows to use an array smaller than the buffer size
|
|
|
|
Fixed: Infinite import loop issue when using Unity 2019.3 or higher
|
|
Fixed: Obsolete virtualRealitySupported API warning
|
|
Fixed: URP foliage shader culling back of vegetation quads
|
|
|
|
v1.3.0
|
|
|
|
New: Added support for Universal Render Pipeline
|
|
New: Foliage Shader Support for URP
|
|
|
|
Changed: Render pipeline detection will run automatically when GPUI is upgraded to a new version
|
|
|
|
Fixed: Editor layout issues in Unity 2019.3
|
|
|
|
v1.2.7
|
|
|
|
Changed: Initialize in threads default value set to false for Detail Manager (causing issues for some setups)
|
|
|
|
Fixed: Occasional removal warnings when quiting the game while Auto Add/Remove Instances feature is enabled
|
|
Fixed: Gaia integration spawner error for Pro version
|
|
Fixed: Pink terrain on AddModifyTerrainsRuntime demo on new Unity versions
|
|
|
|
v1.2.6
|
|
|
|
New: Added an option to keep simulation live for the Detail Manager in Editor mode
|
|
New: Added a version of the Foliage shader that uses Lambert Lighting
|
|
|
|
Fixed: Detail simulation not working in the HDRP 6.9.0 in Editor mode
|
|
Fixed: Shader conversion removing UnityCG.cginc reference within CGINCLUDE
|
|
|
|
v1.2.5
|
|
|
|
Fixed: MapMagic integration build error
|
|
|
|
v1.2.4
|
|
|
|
Changed: Added unassigned value and model prefab warnings to MapMagic integration
|
|
|
|
Fixed: Invalid Cast exception when using multiple variations with different types
|
|
Fixed: Out of range exception when removing a destroyed object from prefab manager
|
|
Fixed: Missing profiler endsample error when occlusion culling is disabled
|
|
|
|
v1.2.3
|
|
|
|
New: Added option to disable light probe usage
|
|
|
|
Changed: Auto. Add/Remove Instances freature now also works with enabling/disabling GameObjects at runtime
|
|
Changed: Prefab Manager API methods GC optimization
|
|
|
|
Fixed: Dither Crossfade errors on 2019.2
|
|
Fixed: compute shader errors on the new HDRP versions
|
|
|
|
v1.2.2
|
|
|
|
New: Added Occlusion Cull Offset setting to prototypes
|
|
New: Added Occlusion Cull Accuracy setting with 3 levels of accuracy to prototypes
|
|
New: Added option to increase custom shadow distance farther than the shadow distance of the Quality settings
|
|
|
|
Changed: Auto Add/Remove feature now also initializes Prefab Manager when a new instance is added before initialization
|
|
Changed: DefineGameObjectAsPrefabPrototypeAtRuntime method sets the Prefab Manager's defult minCullingDistance to the defined prototype
|
|
Changed: Improvements for occlusion culling mip calculations
|
|
|
|
Fixed: Move component error when Terrain is a prefab
|
|
Fixed: HiZOcclusionGenerator and TreeProxy shaders not being included in builds automatically
|
|
|
|
v1.2.1
|
|
|
|
New: Added settings to edit GPU max. thread counts and max. compute buffers
|
|
New: Added settings to switch between Occlusion culling modes
|
|
New: Added Draw Call Count info on the Registered Instances section on the manager editors
|
|
New: Option to not to re-enable mesh renderers when prefab manager is disabled
|
|
New: Option to set layer mask for ignoring renderers on managers
|
|
|
|
Changed: C# and HLSL code refactoring for better multi-platform support
|
|
Changed: PrefabsWithoutGameObjects demo script to exemplify usage of GPUI API for partial buffer update
|
|
Changed: Default max compute shader thread group counts for each platform
|
|
|
|
Fixed: Incorrect occlusion culling mip map calculation
|
|
Fixed: Incorrect occlusion culling on Metal
|
|
Fixed: SetLODBias API index out of bounds exception when using more than 4 LOD levels
|
|
Fixed: Prefab editor simulation not working when mesh renderers are disabled
|
|
Fixed: UpdateVisibilityBufferWithMatrix4x4Array API can not find runtime data error when instance count is zero
|
|
Fixed: Shader code to show no LOD cross fade warnings
|
|
Fixed: Compute Shader code to show no temp register warnings and uninitialized variable warnings on DX11 and GLCore
|
|
|
|
v1.2.0
|
|
|
|
New: Occlusion Culling now works in LWRP and HDRP
|
|
New: Added Occlusion Culling debugger with overlaying option
|
|
New: Added LWRP and HDRP support for instancing simulation in the Editor
|
|
New: Added setting option to disable auto shader conversion and auto shader variation handling
|
|
New: Added DrawCallColorDebugger
|
|
|
|
Changed: Occlusion Culling performance improvements
|
|
Changed: Added error messages for materials with missing shaders
|
|
Changed: Added error messages for detail and tree prototypes with missing prefabs
|
|
|
|
Fixed: Prototype ordering error when same terrain used in multiple scenes
|
|
Fixed: GPUIStandardInclude.cginc Unity 5.6.6-7 compatibility issues
|
|
Fixed: GPUInstancerPrefabRuntimeHandler error when using multiple prefab managers in multiple scenes with the same prototypes
|
|
|
|
v1.1.4
|
|
|
|
New: Context menu item to setup materials for GPUI support from editor without using managers
|
|
|
|
Changed: Added set renderers enabled/disabled option for enable/disable instancing API methods
|
|
Changed: UpdateVisibilityBufferWithMatrix4x4Array can now optionally be used for uploading partial data to buffers
|
|
Changed: Variation buffers can now be defined after the Prefab Manager is initialized
|
|
Changed: UpdateVariationFromArray can now optionally be used for uploading partial data to buffers
|
|
Changed: Color variation shader example edited to work in all platforms
|
|
|
|
Fixed: Auto. Add/Remove does not modify variation buffer sizes
|
|
|
|
v1.1.3
|
|
|
|
New: Context menu item to setup shaders for GPUI support from editor without using managers
|
|
New: API method to change mesh at runtime
|
|
New: API method to run auto shader conversion through editor scripts
|
|
New: API methods to start/stop GPUI rendering simulation in editor mode
|
|
New: API method to add shader variants through editor scripts
|
|
New: Added Min Distance culling option
|
|
New: Added Bounds Size Offset option
|
|
|
|
Changed: TerrainData instanceID check changed to GUID to not to update SOs frequently
|
|
Changed: Duplicated prefabs are now added to the Managers as seperate prototypes
|
|
|
|
Fixed: Instance Remover wrong position calculation with box colliders
|
|
Fixed: Scene Prefab Importer window error with child transforms
|
|
|
|
v1.1.2
|
|
|
|
New: API method to change materials at runtime
|
|
New: API method to change instance counts at runtime
|
|
New: API method to get the instance data array
|
|
New: API method to get the prototype list of the GPUI manager
|
|
|
|
Changed: Optimization for Auto. Add/Remove instances feature
|
|
Changed: Optimization for runtime API methods
|
|
|
|
Fixed: Instance count being ignored on Compute Shader visibility calculations
|
|
Fixed: Unity 2019.1 obsolete PreferenceItem warning fix
|
|
Fixed: Compile error with AssetDatabase reference
|
|
|
|
v1.1.1
|
|
|
|
New: Added LWRP support for the GPUI Foliage Shader
|
|
New: Added ShaderGraph GPUI Setup node (ShaderGraph v4.x only)
|
|
New: Added a new overload for the InitializeGPUInstancer API method where you can initialize a specific prefab prototype
|
|
New: Added Prefab Instance Serialization advanced action, to render prefab instances without GameObjects by saving transform data without aditional coding (Unty 2018.1 and above only)
|
|
New: Added experimental Simulation feature to render instances in Edit Mode for disabled mesh renderers and serialized prefab instances
|
|
New: Added LOD color debugger tool to visualize prototype LOD levels
|
|
|
|
Changed: DrawMeshInstancedIndirect argsBuffer stride size is fixed to uint and the count is set according to the renderer amount
|
|
Changed: InitializeWithMatrix4x4Array API method so that it is not required to call the InitializeGPUInstancer before calling this method
|
|
Changed: Optimization for Prefab Manager Editor which will no longer re-enable renderers while exiting Play Mode
|
|
Changed: Nested Prefabs Optimization for Scene Prefab Importer tool
|
|
|
|
Fixed: DefineGameObjectAsPrefabPrototypeAtRuntime API method null reference exception when the manager is created at runtime
|
|
Fixed: HiZ Occlusion Generator controls for stereoTargetEye as "both eyes" when VR is enabled only
|
|
Fixed: Compute Buffer not set error when using 5 or more LOD levels
|
|
|
|
v1.1.0
|
|
|
|
New: Occlusion culling VR support (both single pass and multi pass)
|
|
New: API method to change LOD Bias values for prototypes at runtime
|
|
New: Setting to edit instancing bounds size
|
|
New: Integration to version control systems like Perforce which uses readonly files
|
|
New: Options to disable scaling on Tree prototypes
|
|
New: Added custom depth normals shader
|
|
New: MapMagic integration Biome support
|
|
|
|
Changed: Modified foliage shader to use the custom depth normals shader
|
|
|
|
Fixed: GLES shadow rendering error
|
|
Fixed: Occlusion culling disabling DepthNormals on the camera
|
|
Fixed: Null pointer error when Prefab Manager manager is disabled with Auto. Add/Remove Instances enabled
|
|
Fixed: Prefab Manager not creating Proxy for SpeedTree8
|
|
Fixed: Map Magic integration GameObject not being saved in scene when imported
|
|
Fixed: Detail Manager not finalizing initialization when the activeThreads list is not cleared
|
|
|
|
v1.0.2
|
|
|
|
Changed: LOD cross-fading feature is optimized to run according to shader feature and graphics API
|
|
Changed: OpenGL compute shader max thread count changed to 512
|
|
|
|
Fixed: OpenGL compute shader matrix type error
|
|
Fixed: OpenGL not rendering instances with shaders that has cross-fading enabled
|
|
Fixed: DrawMesh error when there are more materials than the number of submeshes on the renderer
|
|
Fixed: SpeedTree 8 shader import dialog showing multiple times during prototype generation
|
|
|
|
v1.0.1
|
|
|
|
Fixed: Settings showing wrong labels for prefab options
|
|
|
|
v1.0.0
|
|
|
|
New: SpeedTree8 support with top-down billboards
|
|
New: Editor multiple add/edit/remove option for Prototypes
|
|
New: Edit function to Tree and Detail prototypes to change the prefabs
|
|
New: GPU Instancer Preferences to personalize various editor behaviours
|
|
New: Auto-update system for upgrading from previous GPUI versions
|
|
New: Auto. generated Shader Variant Collection for including used shader variants in builds automatically
|
|
New: Auto. Floating Origin handling option
|
|
New: Instance count warning system for Prefab Managers
|
|
New: CameraHandler component to manage camera switching automatically
|
|
New: Text-Mode for prototype lists
|
|
New: Custom Preview texture drawing system for prototypes
|
|
|
|
Changed: Shaders moved out of Resources folder to reduce the amount of shaders included in builds
|
|
Changed: Included shaders are modified according to new folder structure
|
|
Changed: Tree Manager coroutine initialization is now optional
|
|
Changed: Manager Editor sections changed to Foldouts
|
|
Changed: Reduced asset package size considerably by optimizing demo assets
|
|
|
|
Fixed: Dark preview icons for Unity 2018.3 versions on Linear color space
|
|
Fixed: Tree Manager showing trees in wrong positions when terrain position is changed during initialization
|
|
Fixed: Show Rendered Amount GUI not showing zero instance count when draw calls are disabled
|
|
Fixed: Prefab manager adding incorrect rigidbodies to instances when disabled
|
|
|
|
v0.9.9
|
|
|
|
New: Threading option for Detail Manager initialization
|
|
New: Option to disable Mesh Renderers on prefabs to increase initialization speed
|
|
New: Prefab streaming system with PrefabListRuntimeHandler component
|
|
New: Added an option to all billboards to face camera position (ignoring camera View Matrix rotations, ideal for VR)
|
|
New: Min. Culling Distance option per prototype
|
|
New: Option to filter prototypes when removing instances with colliders or bounds
|
|
New: MapMagic Integration single Prefab Manager option
|
|
New: MapMagic Integration Threading option for Prefabs when using single Prefab Manager with disabled Mesh Renderers
|
|
New: Added GetDetailMapData/SetDetailMapData API methods for Detail Manager
|
|
|
|
Changed: SetGlobalPositionOffset null checks and warnings added
|
|
Changed: AddPrefabInstance method optimization when automatically increasing buffer size
|
|
|
|
Fixed: Tree Proxy not being created when using no-GameObject workflow
|
|
Fixed: Tree Proxy not being cleared when proxy GameObject is destroyed
|
|
Fixed: Built-in shader source code not recognized without updating material when first added to project
|
|
Fixed: Prototype preview icon lighting problem for Unity 2017 on Linear color space
|
|
Fixed: Cross-fade method error on shaders when building in Unity 5.6 versions
|
|
Fixed: Possible memory leak on repeated initialization for visibility buffer
|
|
Fixed: SetGlobalPositionOffset not updating spatial partitions on Detail Manager
|
|
Fixed: GPUInstancerInclude PSSL dot method casting error when building for PS4
|
|
|
|
v0.9.8
|
|
|
|
New: Managers can now continue rendering in Scene View camera while the editor is paused
|
|
New: All managers and tools now have "Wiki" buttons that will take you to their respective documentation pages
|
|
New: Tree Managers now have an option to disable the random rotation of trees on Unity terrains
|
|
|
|
Changed: Automatic shader conversion update for LWRP/HDRP 4.3.0 version
|
|
Changed: Menu items moved under Tools
|
|
Changed: The way prototype previews are displayed
|
|
Changed: The GPUI Soft Occlusion Shader is renewed to match the original Nature/Soft Occlusion Shaders better
|
|
Changed: Billboard Generator brightness option has been modified to match the original colors better when brightening
|
|
|
|
Fixed: GPUIStandardInclude.cginc errors on some Unity 2017.2 versions
|
|
Fixed: Standard Shader Cutout variant not showing in build
|
|
Fixed: Meshes with a single submesh but multiple materials causing issues in rendering
|
|
Fixed: LOD cross-fading results changing with time scale
|
|
|
|
v0.9.7
|
|
|
|
New: Added Render With Selected Camera option to limit rendering to one camera
|
|
New: Added Detail Texture Layer option to Detail Manager
|
|
New: Added support for the internal "Standard (Roughness setup)" shader
|
|
New: Added option to use frustum and occlusion culling for shadows
|
|
New: Added UpdateVariation API method to update variation buffer at runtime
|
|
New: Added a new demo scene that showcases the use of custom compute shaders to extend GPUI
|
|
|
|
Changed: Managers now show the Unity Archive link to download built-in shaders, if necessary
|
|
Changed: Improved the CPU times when handling transform changes
|
|
|
|
Fixed: Billboards not using the original prefab's Layer
|
|
Fixed: SpeedTrees without BillboardRenderer not showing billboard distance options
|
|
Fixed: Standard shader error for Unity 2017.3 versions
|
|
Fixed: Billboard renderer causing a minor artifact in forward rendering and single-pass VR when there is a CommandBuffer using the depth texture
|
|
Fixed: A bug that would prevent builds from Unity 2018.3 beta versions
|
|
|
|
v0.9.6
|
|
|
|
New: Added a grass mower model and grass mowing mode for the detail instancing scene
|
|
New: Added shadow casting option for custom billboards
|
|
|
|
Fixed: Possible initialization problems when having multiple prototypes with no-gameobjects
|
|
Fixed: Manager showing as initialized before gpu buffers are generated
|
|
Fixed: MapMagic integration missing min. culling distance setting
|
|
|
|
v0.9.5:
|
|
|
|
New: Nested-Prefabs support (Unity 2018.3 and later)
|
|
New: Tree instancing demo scene
|
|
New: Optional minimum culling distance setting
|
|
New: Shadow Distance option per prototype
|
|
New: Shadow LOD options
|
|
New: Clear Shader Bindings menu item
|
|
New: Prefab Replacer tool for easily replacing GameObjects in scene with prefab instances
|
|
New: Brightness setting for baked billboard textures
|
|
New: Added a cutoff override option for the billboard generator
|
|
|
|
Changed: Shader conversion automatically disables other procedural instancing setups to enable GPUI support for various shader assets
|
|
Changed: Internal shaders are now marked hidden to remove clutter
|
|
|
|
Fixed: An error in 2018.3 Beta where an issue with the way DateTime worked caused the managers to re-convert shaders
|
|
Fixed: Billboard normal atlas dilation causing bright outlines
|
|
Fixed: TreeCreator billboard material properties and reversed normals issue
|
|
Fixed: Shader conversion error when project is updated while the Manager is running in editor
|
|
Fixed: Wrong bounds calculation when first mesh in a prefab is scaled
|
|
Fixed: Standard (Specular) shader now works with LOD cross-fading
|
|
|
|
v0.9.4:
|
|
|
|
New: Tree instantiation calculations are made in Compute Shaders for better performance
|
|
|
|
Changed: Automatically create GPUI supported version for custom billboard shader
|
|
|
|
Fixed: Map Magic integration not adding Tree Manager for pinned terrains
|
|
|
|
v0.9.3:
|
|
|
|
New: API Method to remove instances inside a given Bounds or Collider
|
|
New: Added grass removal function to Detail Instancing Demo
|
|
New: Added Instance Remover script which removes instances based on colliders of the object when initialized
|
|
New: Support for Unity 2018.3 prefab system
|
|
New: Added custom billboard option to billboard generator
|
|
New: Added billboard extensions for custom billboard generators
|
|
|
|
Changed: Added forceNew parameter to InitializeGPUInstancer API method
|
|
Changed: Map Magic integration Editor max prefab distance increased to 10000
|
|
Changed: Added SetCamera method to Map Magic integration class
|
|
|
|
Fixed: Can not find manager warning when instances were initialized before the manager with "Auto. Add/Remove Instances" option enabled
|
|
Fixed: Map Magic integration Editor not showing prototypes when there are only Trees
|
|
Fixed: Map Magic integration Editor not updating shader and billboard bindings
|
|
|
|
v0.9.2:
|
|
|
|
New: API Method to define prototypes for procedurally generated GameObjects without prefabs at runtime
|
|
New: API Method to add instances to a prototype from a list of GameObjects at runtime
|
|
New: API Method to remove prototype definition on the manager at runtime
|
|
New: Demo Scene showcasing how to add-remove procedurally generated GameObjects on the Prefab Manager
|
|
New: Tree Creator billboards now have their own shader that supports their translucency color
|
|
|
|
Changed: Enable Auto. Update Transform by default if there is rigidbody on prefab
|
|
Changed: Do not create runtimedata when there are no MeshRenderers
|
|
Changed: Prefab Manager max distance editor limit increased to 10.000
|
|
Changed: Memory optimization on Tree Manager initialization
|
|
Changed: Improved SpeedTree billboards
|
|
|
|
Fixed: UpdateVariationFromArray invalid cast exception for multiple variation with different types
|
|
Fixed: Duplicate Hi-Z Generator components when SetCamera is called for the same camera multiple times
|
|
Fixed: Tree Manager not calculating prefab scale
|
|
Fixed: Missing reference exception when disabling manager for procedurally generated GameObjects
|
|
Fixed: Prefab instances duplicating when dropped on the manager multiple times
|
|
Fixed: Forward rendering GPUIStandardInclude.cginc fog error for Unity 2018.2.1 and later versions
|
|
Fixed: Billboard mesh showing wrong atlas frames on some angles (Requires rebake of previous billboards)
|
|
Fixed: Billboard colors and lighting corrected for linear color space
|
|
Fixed: Tree Creator trees windzones now work correctly
|
|
Fixed: Tree Creator billboards crossfading now works correctly
|
|
|
|
v0.9.1:
|
|
|
|
New: Added support for the High Definition Render Pipeline (HDRP)
|
|
New: Added support for the Lightweight Render Pipeline (LWRP)
|
|
New: Automatic shader conversion now also works for SRP shaders
|
|
New: Added option to use custom Health/Dry noise texture for each detail prototype
|
|
|
|
Changed: Further optimized Detail Manager memory usage for Android
|
|
|
|
Fixed: Automatic shader conversion now creates shaders in an internal folder if the original shader is in "Packages" (Package Manager)
|
|
Fixed: Error on shader conversion for ShaderGraphs
|
|
Fixed: GPUIStandardInclude.cginc errors on some Unity 2017 versions
|
|
|
|
v0.9.0:
|
|
|
|
New: Tree Manager for Unity terrain trees
|
|
New: Speed Tree support with wind animations
|
|
New: Automatic Billboard generation system (designed and tested for Unity terrain trees)
|
|
New: Gaia integration
|
|
New: "Auto. Add/Remove Instances" option for Prefab Prototypes
|
|
New: "Auto. Update Transform Data" option for Prefab Prototypes
|
|
New: API Methods to Add-Remove-Update prefab instances without instantiating GameObjects (Demo scene included)
|
|
New: API Method to offset transform positions of all instances
|
|
New: Shadow rendering performance improvements and LOD settings
|
|
New: LOD cross-fade support (with animation or fade transition width)
|
|
New: LOD bias adjustments
|
|
New: Prefab Scene Importer Tool
|
|
New: Custom vertex color wind animation support for Soft Occlusion Tree shaders
|
|
New: Limited support for Tree Creator trees
|
|
New: Added mobile version of the Prefab Instancing Demo scene with mobile controllers
|
|
|
|
Changed: Prefab instances in the scene can now also be added to the Prefab Manager to create prototypes
|
|
Changed: Furter optimized update functions to reduce overhead on loops
|
|
Changed: Mesh Renderer "Cast Shadow" option is taken into consideration when rendering shadows
|
|
Changed: Various editor improvements for ease of use
|
|
|
|
Fixed: Vulkan API detail rendering compute shader error and UAV count warning
|
|
Fixed: Vulkan API foliage shader blinking issue
|
|
Fixed: Vulkan API not rendering prefabs with more than 3 LOD levels
|
|
Fixed: Added Standard shader vairants (Cutout, Transparent, Fade) for instanced shader features not compiling in builds
|
|
Fixed: Missing AddRemoveInstancesDemo scene prefab references
|
|
|
|
v0.8.3:
|
|
|
|
New: Added Detail Density for Detail Manager
|
|
|
|
Fixed: SetCamera now does not add the Occlusion Culling buffer to the camera if Occlusion Culling is turned off in the manager.
|
|
Fixed: Grass initialization kernel position 0,0 random position and rotation generation problem
|
|
Fixed: Prototype list null check on initialization and registered prefabs count check on register
|
|
|
|
v0.8.2:
|
|
|
|
Fixed: Multiple fixes and improvements for OpenGL ES 3.1 and Vulkan API on Android target platforms
|
|
Fixed: Auto custom shader conversion DateTime error when updating project
|
|
|
|
v0.8.1:
|
|
|
|
New: GPU Occlusion Culling (for non-VR platforms)
|
|
New: Map Magic integration
|
|
New: Max LOD levels increased to 8
|
|
New: Detail initialization is now faster
|
|
New: Detail spatial partitioning memory and performance optimizations
|
|
New: Auto-converted versions of custom shaders are now automatically updated when the originals are modified
|
|
New: Option to use original shaders for shadow casters on prototypes that fall outside the view frustum
|
|
New: Layers are now taken into consideration with instancing
|
|
New: Warning messages in manager editor windows
|
|
New: Terrain is now set automatically if Detail Manager is added on the terrain GameObject
|
|
New: Additional API methods added to manage registered prefabs
|
|
New: Out of bounds check for prefab API methods
|
|
New: Added scripting define symbol: GPU_INSTANCER
|
|
|
|
Changed: Detail simulation improvements, works with frustum culling
|
|
Changed: Max detail viewing distance increased to 2500
|
|
Changed: LOD calculations now better reflects Unity LOD Group settings
|
|
Changed: Custom editor properties are reordered and grouped
|
|
Changed: Terrain Proxy will not be added if the manager is already added to terrain
|
|
Changed: Removed terrainData reference on TerrainSettings for terrains that are generated from scripts
|
|
Changed: PrefabInstancingDemoScene now has its own shader for the Asteroid Haze, which is also instanced as a prefab prototype
|
|
|
|
Fixed: Prefab Manager Custom Editor null reference exception when manager is disabled at runtime
|
|
Fixed: TerrainProxy DestroyImmediate multiple times error when detail manager is added under the terrain GameObject
|
|
Fixed: Built-in shader can not be instanced warning loop. Now shows error in custom editor when instanced shader was not able to be created, and throws a warning in play mode
|
|
Fixed: Multiple fixes for some iOS, tvOS and macOSX platforms using the Metal API
|
|
Fixed: Multiple fixes and improvements for Vulkan API on android target platforms |