164 lines
6.8 KiB (Stored with Git LFS)
Markdown
164 lines
6.8 KiB (Stored with Git LFS)
Markdown
3.2.1 (July 7th 2025)
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Added:
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- Align Transform To Water component, "Follow Target" transform field. Has the transform follow another on the XZ plane
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- Set Custom Water Time component, added an option to use Coordinated Universal Time
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- Render feature settings, added option to disable Height pre-pass for the scene view when playing.
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Changed:
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- Align Transform To Water, 'smoothing' is now a scalable float value, rather than a toggle
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Fixed:
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- GPU height queries not always firing a callback if the water didn't happen to render in the very first frame
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3.2.0 (June 12th 2025)
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Added:
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- Support for Rendering Layers (aka Light Layers)
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- Surface Foam clipping parameter, for dynamic effects foam
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- Light reflections now have a "Sharp" option
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- Water Decal shader, option to enable vertex color alpha fading (eg. particle effects)
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- Nintendo Style + Arcade Ocean materials
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Changed:
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- The "Receive Dynamic Effects Foam" toggle is now a float value. Allows to scale up the foam per-material.
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- Material UI, separated reflections into Light and Environment sections
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Fixed:
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- GPU Height Queries returning incorrect Wave animation heights if the Scene-view tab was open during Play mode
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- Distance Normals flowing backwards for rivers when Advanced Shading was used
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3.1.1 (June 3rd 2025)
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Fixed:
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- Underwater Rendering not rendering correctly when Deferred rendering was in use
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- Demo scene loading in some scenes twice in Unity 6.1 when entering play mode
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Changed:
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- Render feature SSR settings, the "Reflect Skybox" parameter was renamed to "Reflect Everything" for clarity
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3.1.0 (May 30th 2025)
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This update includes some core changes, to add support for the Underwater Rendering extension, but has no functional impact on existing projects.
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Added:
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- Demo scene, night-time lighting scenario
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- Global Wave Origin Offset component, add a Transform's position to any wave layers set to the "Radial" mode
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- Screen-Space Reflections, added option to also accept skybox reflections
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- Option on render feature to disable GPU Height Queries in edit-mode (avoids the scene-view always redrawing)
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Changed:
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- Planar Reflections Renderer, reflection will now flip if the camera goes below the plane (support for underwater rendering).
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Fixed:
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- Reflection probes not affecting the water surface in Unity 6.1 (requires 6000.1.3f+)
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- Potential situations where the Ocean surface may be incorrectly culled.
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Removed:
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- Planar Reflections Renderer, "Render Range" parameter. The functionality behind this was deprecated in Unity 6.0.
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3.0.5 (February 17th 2025)
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Fixed:
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- Camera projection being overriden in minimal rendering setups when using Dynamic Effects
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Added:
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- Planar Reflections Renderer, option to disable rendering in the scene-view
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- Set Water Position Offset component, added "negate" option
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Removed:
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- Curved World 2020 support (can still be manually incorporated)
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3.0.4 (January 15th 2025)
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Added:
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- Fog integration for Buto (v7+)
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- Wave profile procedural editor, "base direction" parameter
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Changed:
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- Optimization to height readback GPU processing
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- Improved error handling when using unsupported features on WebGL
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Fixed:
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- Fixed incorrect shading on slopes in some scenarios when using Dynamic Effects (requires v3.0.4 as well)
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3.0.3 (December 2nd 2024)
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Added:
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- Installation section in asset window, provides setup warnings/errors with quick-fix buttons
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- Lowpoly-style normal map
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- Puddle prefabs
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- Option to specify the source for the underwater fog: Depth Texture or Vertex Color
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- Menu item: Window/Stylized Water 3/Create default reflection probe
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- Options to toggle Dynamic Effects Height/Foam/Normals per material
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- Set Custom Time component: added option for dynamic speed
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- Distance Foam feature, blends in a 2nd layer of Surface Foam within a configurable range
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Changed:
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- "Vertex Color Depth" option has been replaced by "Vertex Color Transparency" (value automatically upgrades)
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- Having Directional Caustics or Screen-Space Reflections enabled no longer forces the Depth texture to render (though still requires it)
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- Water Decals now revert to their original height if not water surface was detected below them
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Fixed:
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- Occlusion Culling causing incorrect Planar Reflections
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- Possible null-ref error stemming from render feature
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- Resolved a GC-allocation
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- Memory leak in destroyed Align To Water components if the CPU-method was used.
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- Flat shading not having any effect if Dynamic Effects is disabled
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- Water Grid, not creating any geometry if the Vertex Distance value was larger than an individual tile
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- Foam Bubbles: dynamic effects foam not contributing
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- Ocean prefab potentially showing as changed in a VCS, despite no apparent changes.
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- Material UI: min/max slider not allowing keyboard input
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3.0.2 (November 12th 2024)
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Changed:
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- Material UI will now show a notification if extensions or integration aren't active installed.
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- Wave tint color is now applied after color absorption
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Fixed:
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- Enviro 3 fog not taking effect (now requires v3.2.0+)
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- Shader error when using the Gamma color space
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- Workaround for editor crash when using DirectX 12 and first adding the render feature (IN-88755)
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3.0.1 (November 4th 2024)
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This version also requires updating the Dynamic Effects extension to v3.0.1
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Added:
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- Intersection Foam, parameter to control the ripple speed separately
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Changed:
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- Render target inspector is now functional again
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Fixed:
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- Dynamic Effects extension not installed automatically
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- Point/spot lights no longer affecting the water after a certain distance
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- Incorrect configuration on Waterfall particle prefabs
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3.0.0 (October 31st 2024)
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What's new?
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• Rewritten rendering code for Render Graph support
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• Revamped wave animations, allowing for various types of waves
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• Height Pre-pass, allows other shaders to read out the water surface height.
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• GPU-based height query system, making rivers and Dynamic Effects readable
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• Water decals, snaps textures onto the water (oil spills, weeds, targeting reticules)
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• Improved wave crest foam shading (min/max range + bubbles)
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• Ocean mesh component, 8x8km mesh with gradual vertex density
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• Improved support for RigidBodies for the Align To Water component
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• Waterfall prefabs (3 sizes)
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Added:
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- Option on shader to disable point/spot light: caustics & translucency
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- Waterfall prefabs (mesh, material + particles)
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- Support for the Waves feature on rivers
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- Align Transform To Water component now better handles RigidBodies
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Changed:
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- Directional Caustics is now a per-material option
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- Screen-space Reflections is now a per-material option
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- Sharp and Smooth intersection foam styles are now merged into one feature
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- "Align Transform To Waves" is now called "Align Transform To Water"
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Removed:
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- Integration for Dynamic Water Physics 2 (now deferred to author)
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- Non-exponential Vertical Depth (deemed unused) option |