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Releases: Colby-O2/VNTG

1.2.1

16 Jun 07:28

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Bug Fixes & Improvements

  • Added support for .ase, .gpl, .pal, .hex, and Paint.NET (.txt) color palette files.
  • Removed the color palette input enum and introduced a palette asset, which is generated from the file types above and can be created manually or from a palette texture.
  • Added different color distance metrics for generating the LUT (Euclidean sRGB, Redmean, luminance distance, hue distance, CIE76, CIE94, CMC1984, CIEDE2000, HyAB, and BT2124 ITP).
  • Added a mode to preserve lighting when applying a color palette.
  • Added a mode to save the palette with normalized colors.
  • Moved color palette code to its own file/namespace.

1.2.0

15 Jun 06:37
ea9e716

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Bug Fixes & Improvements

  • Fixed an issue where a high Refresh Rate caused the CRT shader to lag
  • Added an option to disable the fixed Refresh Rate and instead use the in-game FPS for the CRT shader
  • Hidden parameters in the CRT settings that are not applicable (e.g., if Screen Bend is disabled, its related settings will no longer appear until re-enabled)
  • Added toggles to disable individual effects (Pixelation, Color Precision, etc.) in the PSX Shader
  • Fixed low default shadow atlas resolution in the VNTG renderer
  • Added extension functions for materials, allowing easy modification of Lighting Method, Texture Sample Mode, and Vertex Jitter Mode on PSX PBR materials via C# scripts
  • Improved fog so it no longer overrides the skybox by default. Also added an option to force the fog to override the skybox (same behavior as in version 1.1.0).

New Features

  • Added ambient lighting color control for PSX materials (found in the PSX settings within the Global Volume)
  • Added a color palette effect to the PSX Shader. You can now pass a palette texture, a HEX file, or a list of colors to enforce a particular color palette.

1.1.0

26 Mar 01:21

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Bug Fixes

Fixed an oversight in the dithering code that caused lag in builds, especially in WebGL
Fixed a naming error in assembly definition files
Fixed an issue in the pixelation code where the skybox would bleed into the scene when fog was enabled
Fixed Memory leak in CRT shader
Converted the pixelation parameter into a Vector2
Fixed a mipmapping issue that caused block artifacts when downsampling textures
Added a script that automatically includes PSX/CRT shaders in the Always Include Shaders list
Other small fixes in the codebase

New Features

Added support Unity 6.4
Added toggles for screen bending effect in the CRT shader and dithering in the PSX shader
Added support for colored (additive) dithering based on color precision level
Added luminance and per-channel multiplicative dithering
Added Nintendo 64-style texture sampling
Added Hue, Saturation, and Lightness controls for textures in the PSX material