288 lines
10 KiB (Stored with Git LFS)
Plaintext
288 lines
10 KiB (Stored with Git LFS)
Plaintext
********************************
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* VOLUMETRIC LIGHTS *
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* Created by Kronnect *
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* README FILE *
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********************************
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Requirements & Setup
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--------------------
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1) Volumetric Lights works only with Universal Rendering Pipeline
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2) Make sure you have Universal RP package imported in the project before using Volumetric Lights.
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3) Make sure you have a Universal Rendering Pipeline asset assigned to Project Settings / Graphics. There's a URP sample asset in Demo/URP Pipeline Settings folder.
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Demo Scene
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----------
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There's a demo scene which lets you quickly check if Volumetric Lights is working correctly in your project.
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Documentation
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-------------
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Please read the documentation folder for additional instructions and options.
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Support
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-------
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* Support-Web: https://kronnect.com/support
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* Support-Discord: https://discord.gg/EH2GMaM
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* Email: contact@kronnect.com
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* Twitter: @Kronnect
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Future updates
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--------------
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All our assets follow an incremental development process by which a few beta releases are published on our support forum (kronnect.com).
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We encourage you to signup and engage our forum. The forum is the primary support and feature discussions medium.
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Of course, all updates of Volumetric Lights will be eventually available on the Asset Store.
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Version history
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---------------
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v10.4.2
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- [Fix] DX12 + Forward+/Deferred+ fixes. Translucency feature not supported in this specific setup. It will fallback to regular shadow casting with no translucency.
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v10.4
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- Improved support for custom shaders used in translucency: added custom texture name and color options to Volumetric Light Translucency component
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v10.3.1
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- [Fix] Fixed Unity 6.1 shader struct GBufferData naming conflict
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v10.3
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- Added "Ignore Overlay Camera" option to all render features
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v10.2
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- Added "Ignore Rotation Change" option to baked shadows. This option allows baked shadows to rotate with the light, improving performance.
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- Improved performance while in edit mode
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v10.1.1
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- Added DOTs instancing support to depth prepass shaders
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- Added helpful links and tips to the inspector
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v10.0.2
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- Performance optimizations for disabled lights
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v10.0
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- Added support for Render Graph (Unity 2023.3)
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v7.1.1
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- [Fix] Fixed VR issue using OpenXR
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v7.1
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- Small improvements to light diffusion effect
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v7.0
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- Added "Shadow Color" option. Shadow color can now be customized (also alpha) to create many special effects with Blend Mode.
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v6.9
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- Added Near Clip Distance to spotlights
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v6.8.2
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- [Fix] Fixed material issue when a light is duplicated in Unity Editor
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- Added "Dust Prewarm" option. By default, dust particles are prewarmed/populated during activation. This behaviour can be disabled to gain performance when activating many lights at the same time.
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v6.7
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- Improved rendering of large area lights
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v6.6.1
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- Optimized mesh data reuse / generation based on settings change
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v6.6
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- Added "Local Space" option to "Use Custom Bounds"
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- Improved generation of volumetric light area on directional lights
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v6.5.2
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- Option to ignore reflection probes in the depth pre-pass render feature
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- The volumetric lights render feature now excludes reflection probes based on its culling mask
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- [Fix] Fixed issue with translucency rendering in newly created lights that required additional initialization
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v6.4
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- Translucency script: option to preserve original transparent shader
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- Translucency effect uses also Lit shader base color
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- Added cookie offset parameter
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v6.3
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- Added "Blend Mode" option to Cast Direct Light feature
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v6.2
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- Added "Substractive" blend mode
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- Translucent shadow map: supports transparent texture scale/offset properties
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- Changed dust particles wind speed behaviour so a value of zero stops particles completely (as expected)
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v6.1
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- Improved blur quality
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- Added button to post process inspector to quickly return to latest selected volumetric light
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- Fixes
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v6.0
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- Added support for translucent shadow maps
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- New demo scene: Church
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- Added "Cast Direct Light" option (requires deferred rendering path)
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- Added Unity 2022 compatibility
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- Light shadow optimizations in Unity 2021.3 and above by using dedicated depth renderer
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- Added cookie scale & speed options
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v5.1.2
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- Performance improvements related to particles when not in playmode
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v5.1.1
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- [Fix] Fixed depth test issue on WebGL
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- [Fix] Fixed effect disappearing issue when saving the scene
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v5.1
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- Added "Raymarch Max Steps" setting which can be used to top the number of samples and improve performance
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- Shader optimizations
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v5.0.3
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- Minimum required Unity version is now 2020.3.16
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- [Fix] Fixed particles intensity not reflecting light intensity changes
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v5.0.2
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- Updated documentation with built optimization tips
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v5.0.1
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- [Fix] Fixed material keywords being reseted when saving scene in Unity 2021.3
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v5.0
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- Added Bake Mode option for point light shadows. Choose between Half Sphere, Cubemap (1 face per frame) or Cubemap (6 faces per frame)
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- [Fix] Fixed lengthy compilation time in Unity 2021.2
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v4.7
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- Added new demo scene (temple)
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v4.6.2
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- Added Xbox compatibility
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v4.6.1
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- Added dithering option to Volumetric Lights Render Feature
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- Volumetric Lights Render Feature optimizations
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- Shadow occlusion render texture optimization
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v4.6
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- Added downscaling option to Volumetric Lights Renderer feature
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v4.5.1
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- Improved edge preservation when blur option is used
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v4.5
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- Added custom depth prepass for improved support of transparent and semi-transparent objects
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v4.4.1
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- Target camera property is now exposed for all light types (used for autoToggle options)
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- [Fix] Fixed mesh being generated by inspector when volumetric light is disabled
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- [Fix] Fixed PS4 compilation issue
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v4.4
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- New option Shadow Orientation for point lights
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- Optimization related to baked shadows for point lights in OnStart mode
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v4.2
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- Added auto-toggle "Time Check Interval" parameter.
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- Removed macro console warning in Unity 2020.1
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- When "Sync With Profile" is enabled, properties in inspector are now readonly
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- Using cookie texture no longer requires occlusion cam improving performance
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v4.1
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- Simplification. It's no longer required to create a volumetric light profile to use the effect.
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- Timeline support is now simpler. The VolumetricLightAnimation is no longer used. Instead you can modify directly the VolumetricLight fields.
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v4.0
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- Added global blur option (check documentation)
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- Removed top limit for shadow intensity
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- Prefab instances no longer forces unpack
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- [Fix] Fixed an issue when creating a volumetric point light in prefab mode
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v3.6.5
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- Improved compatibility with Unity 2020.3
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- Removed a harmeless Editor warning message related to 3D textures
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v3.6.4
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- Profile must now created specifically when using volumetric lights in prefabs
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v3.6.3
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- Improved dust particle rendering
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v3.6
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- Shadow pass optimization when dust particles are also enabled
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- Added support for Timeline/Animation (check documentation to enable this option)
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- [Fix] Fixed an issue with occlusion camera being destroyed during a physic event resulting in a console error
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- [Fix] Fixed/changed the way spotlights render when angle is >90
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v3.5
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- Added support for "Colored Cookie Texture" (new option in profile)
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v3.4
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- Added ability to dim and/or deactivate volumetric effect based on distance. Added "Autotoggle", "Distance Start Dimming" and "Distance Deactivation" properties
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- [Fix] Fixed an issue that cause the effect no rendering properly when changing light range at runtime
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v3.3
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- When duplicating an existing volumetric light, settings are no longer shared unless they use an previously created profile asset
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- When creating a Volumetric Fog Profile, the resulting asset is now placed in the current selected folder
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- Volumetric area lights can now be linked to directional lights to keep their rotation and color synced
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- Material handling optimizations
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v3.2
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- Added Raymarch Presets which provides reference quality/performance settings
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- Improved default settings when adding new volumetric lights to the scene
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- [Fix] Fixed dithering issue that could add an halo artifact around certain lights
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v2.5.3
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- [Fix] Fixed editor issue when dragging a volumetric light into a new prefab
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v2.5.2
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- Minor shader optimizations
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v2.5.1
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- Improved behaviour when instantiated from a prefab
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v2.5
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- Ensures light transform scale is normalized to prevent scaling issues when parent transform is changed
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- Reduced shader variants by 1/4
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v2.4 11-Sep-2020
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- API: added "settings" property to allow modifications of individual lights without affecting a shared profile
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- [Fix] Fixed particles not appearing immediately when disabling/reenabling light
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v2.3 8-Sep-2020
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- Added Shadow Auto Toggle and Shadow Visible Distance to optimize shadow rendering based on light distance to camera
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- Added further optimizations for dust particles and shadows when not visible in frustum
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v2.2 22-Aug-2020
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- Added support for orthographic camera
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- Added "Raymarching Min Step" parameter which can improve performance
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- [Fix] Fixed VR issue due to URP not setting inverted VP matrices correctly
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- [Fix] Fixed rare clipping issue on Android due to lack of floating point precision
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v2.1.4 28-Jun-2020
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- Improved fit for rect light shadow map
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v2.1.3 23-Jun-2020
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- Particle system user modifications are now preserved
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- Improved bluenoise sampling
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- Added "Attenuation Mode" option (Simple and Quadratic modes supported with ability to specify quadratic coeficients)
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- Added "Blend Mode" : PreMultiply
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- Dust Particles: added "Distance Attenuation" and "Auto Toggle" options based on distance
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- Improved profile editor UI
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- [Fix] Fixed clipping issue on some platforms
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v1.4 14-JUN-2020
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- Enhanced blue noise jitter operator
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v1.3 9-MAY-2020
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- Added blue noise option
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- Changed default render queue to 3101 for improved compatibility with Volumetric Fog & Mist 2
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v1.2 April 2020
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- Shadow occlusion optimizations
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- [Fix] Fixed VR issues
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v1.1 April 2020
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- Added warning to inspector if Depth Texture option is not enabled in URP settings override in Project Settings / Quality
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- API: added ScheduleShadowUpdate() method to issue a manual shadow update when shadow bake at start is enabled
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v1.0 March / 2020
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First release |