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Releases: z3y/Graphlit

v2.7.1

20 Apr 13:38
@z3y z3y

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  • Reduced shader compilation times and size up to 3x when using fog

v2.7.0

09 Apr 12:30
@z3y z3y

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  • New variant importer with graph settings overrides
    • With this it is now possible to generate shaders with different settings from one source graph (for example one with outlines pass and one without) for things that cant be toggled with shader features
    • Create a variant with Assets > Create > Graphlit > Variant,
    • Graph Path: either absolute or relative path without extensions to the source graph asset (unity doesnt allow direct asset references on scripted importers)
    • Name Suffix: a string thats added at the end of the source graph name, for example "Outline"
    • Options to override the outline pass and depth fill pass
  • Added more features to the default toon shader that should make extending it easier: alpha mask, rim light, matcap, and an outline variant with the new system
  • The outline toggle now also defines OUTLINE_PASS_ENABLED for all passes so any pass can know if the outline pass exists (useful for receiving shadows properly)
  • Switched lightmapped specular from a shader feature to a regular toggle in order to reduce variant counts
  • Folders with 0 properties are now skipped in the inspector
  • Renamed Bool to Toggle property
  • New Toggle properties now allow switching between a regular toggle and a keyword

v2.6.3

24 Feb 13:48
@z3y z3y

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  • Added a subshader tag for terrain splat count

v2.6.2

11 Dec 14:39
@z3y z3y

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  • Fixed missing white texture for texture packing

v2.6.1

01 Dec 15:19
@z3y z3y

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  • Implemented URP forward+ lights and reflection probes
  • Apply main texture tile offset to the Graphlit/Unlit shader

v2.6.0

14 Nov 14:45
@z3y z3y

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  • Removed lightmap texture override
    • This method seems to not work in future versions of Unity, so it had to go
    • This is a breaking change if you use this property

v2.5.2

20 Oct 09:33
@z3y z3y

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  • Fixed inspector not switching back to opaque mode properly
  • Replaced default point and spot attenuation texture with an equivalent function
  • Non important lights now follow the exact same attenuation as important ones

v2.5.1

09 Oct 20:21
@z3y z3y

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  • Fixed pack button rect height with texture scale offset

v2.5.0

28 Sep 12:31
@z3y z3y

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  • Disabled expensive shader features on Android and IOS by default for better performance and less variants
  • You can still enable them by adding a scripting define symbol GRAPHLIT_ALLOW_EXPENSIVE_VARIANTS in Project Settings, however it is not recommended because these features can have a significant performance impact
  • Updating existing worlds is strongly recommended if you used any of these features and want better performance
  • Features that are removed from Android and IOS:
    • _NONLINEAR_LIGHTPROBESH
    • _MIRROR
    • _VRCTRACE
    • _VRC_LIGHTVOLUMES
    • _PARALLAXMAP
    • _GSAA
    • _ANISOTROPY
    • _COAT
    • _THINFILM
    • _AREALIT
    • _LTCGI

v2.4.2

16 Sep 19:58
@z3y z3y

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  • Fixed instanced terrain
  • Improved ray offset for VRCTrace
  • Attempt to fix lod crossfade