Quick CPU 4.7.0 instal the new for android12/22/2023 ![]() ![]() Dynamic Objects now receive lighting when the light mode is set to mixed.This greatly reduces build times from Cloud Build. Shader variant stripping now works when you're building a Project with Cloud Build.In the Simple Lit shader, per-vertex additional lights are now shaded properly.When you select a material with the Lit shader, this no longer causes the following error in the console: ("Material doesn't have.").The following error does not appear in console anymore: ("Begin/End Profiler section mismatch").The shader stripper now figures out which variants to strip based on the current assigned pipeline Asset in the Graphics settings. Removed the supportedShaderFeatures property from LWRP core.Renamed AdditionalCameraData to LWRPAdditionalCameraData.Under Advanced, select and set the Shader Variant Log Level. You can now log the amount of shader variants in your build.You can now add the LWRPAdditionalLightData component to a Light to override the default depth and normal shadow bias.You can now configure default depth and normal shadow bias values in the pipeline asset.Added occlusion mesh rendering/hookup for VR.LWRP materials now properly bake emission values.When you use AR with LWRP, the following error message is not displayed in the console anymore: "The camera list passed to the render pipeline is either null or empty.".When you change camera viewport height to values above 1.0, the Unity Editor doesn't freeze anymore. ![]() When you select Per Vertex option for Additional Lights, the Per Object Limit option is not greyed out anymore.Fixed a typo in ERROR_ON_UNSUPPORTED_FUNCTION() that was causing the shader compiler to run out of memory in GLES2. ![]()
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