Releases: z3y/Graphlit
Releases · z3y/Graphlit
v2.7.1
v2.7.0
- 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_ENABLEDfor 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
v2.6.2
v2.6.1
v2.6.0
v2.5.2
v2.5.1
v2.5.0
- 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_VARIANTSin 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