Releases: atteneder/glTFast
Releases · atteneder/glTFast
glTFast 4.8.2
glTFast 4.8.1
What's new
Changed
- Bumped Burst dependency version to 1.6.6
Fixed
- UWP build (#400)
- Shader compile errors in 2021.2 and later due to incorrectly named property in legacy shader graph
glTF-pbrSpecularGlossiness-Opaque-double
glTFast 4.8.0
Changes
Added
- A target layer can be defined for instantiated GameObjects via
GameObjectInstantiator.Settings.layer
(thanks @Holo-Krzysztof for #393) - Re-normalize bone weights (always for design-time import and opt-in at runtime via
GLTFAST_SAFE
scripting define) GltfAssetBase.Dispose
for releasing resources
Changed
- Mecanim (non-legacy) is now the default for importing animation clips at design-time (thanks @hybridherbst for #388)
- Mipmaps are generated by default now when importing at design-time (thanks @hybridherbst for #388)
- All four bone weights are imported at design-time, regardless of quality setting
- SkinnedMeshRenderer's rootBone property is now set to the lowest common ancestor node of all joints. This enables future culling optimization (see #301)
Fixed
- Fail more gracefully when parsing invalid JSON
- Proper error handling on glTF-binary files with invalid chunks (unknown type or invalid length; #389)
- Properly handle skins without inverse bind matrices
- Avoid loading Jpeg/PNG textures twice when they are sampled linearly or mipmaps are generated
glTFast 4.7.0
This release is mainly fixes and workflow improvements
Added
RenderPipelineUtils
to detect current render pipeline- Option to make glTFast an alternative
.glb
/.gltf
importer (not default anymore; via scripting defineGLTFAST_FORCE_DEFAULT_IMPORTER_OFF
). Useful in projects where you have another default importer for glTF (thanks @hybridherbst for #367) - Prefabs
glTF-StableFramerate
andglTF-FastestLoading
for easy, no-code setup of global runtime loading behavior (viaIDeferAgent
) GltfImport.SetDefaultDeferAgent
andGltfImport.UnsetDefaultDeferAgent
for setup of global runtime loading behavior (viaIDeferAgent
)TimeBudgetPerFrameDeferAgent
component now has aframeBudget
property with a nice slider in the inspectorUninterruptedDefaultDeferAgent
, a Monobehavior wrappingUninterruptedDeferAgent
Changed
- (DOTS) Update to Entities 0.50
- (DOTS) Removed unused
GltfComponent
- Bumped Mathematics and Burst package dependency versions to current 2019 LTS verified versions
- Renamed
UniveralRPMaterialGenerator
toUniversalRPMaterialGenerator
(typo)
Fixed
- Using correct file API for reading bytes in
EditorDownloadProvider
(thanks @hybridherbst for #360) - GUID conflict with UnityGLTF
- (Export) Correct float serialization on systems with non-English culture configuration (relates to #335)
- Documentation link in error message about missing shaders (#368)
- Slow loading after scene loading due to reference to destroyed default
IDeferAgent
(#165) - (Import) Better error handling when textures are missing
- (Export) Remember destination path when exporting individual GameObjects from menu
- (Export) Vertical texture transform offset is correct now
- Improved relative file path handling on platforms with non-forward slash directory separator (Windows)
- (Import) Draco compressed meshes' submeshes now have bounds set from the accessor's min/max values (just like regular/uncompressed meshes; #384)
- (Export) De-duplication by properly re-using glTF
mesh
if accessors and materials are identical (#364) - (Export) Removed error messages about non-matching Profiler calls (#357)
- (Export) Re-encoded (blitted) textures are in correct sRGB color space, even when the project is in linear color space (#353)
- (Export) Removed incorrect color space conversion on normal maps (#346)
- For projects using the built-in render pipeline in gamma color space, vertex colors are now applied in the correct color space
glTFast 4.6.0
Happy to announce Runtime Export, Export for older Unity versions and many, many fixes and improvements
What's new
Added
- (Export) Runtime glTF export to files
- (Export) Export for Unity versions older than 2020.2
- (Export) Save to
System.IO.Stream
- (Export) Occlusion map support
- (Export) Metallic-gloss map support (converted to roughness-metallic)
- (Export) Combine multiple maps to single occlusion-roughness-metallic map
- (Export) Emission support
- (Export) Correct texture filter and wrap modes by creating glTF
sampler
- (Export) Support for injecting custom material conversion via
IMaterialExport
- (Documentation) XML documentation comments on many types
- (Documentation) Initial setup for DocFX generator
Changed
- glTF export menu entries moved from
File -> Export
toFile -> Export Scene
to export the active sceneAssets -> Export glTF
for assets (may also be accessed from project view context menu)GameObject -> Export glTF
for GameObjects (may also be accessed from hierarchy view context menu)
- (Documentation) Split up monolithic docs into multiple markdown files
- (Documentation) Changelog links to code are now
xref
(for DocFX)
Fixed
- Point meshes are rendered consistently on more platforms (iOS, Vulkan) due to explicitely setting
PSIZE
(thanks Kim Wonkee for #309) - Removed Editor markup resources from builds
- Misformated XML documentation comments
- Correct render pipeline detection in case of quality settings override
- (Documentation) Many minor fixes like XML doc linter errors/warnings
- (Export) Removed redundant texture entries in glTF schema
- (Export) Properly closing buffer file stream
- (Export) Conflict of textures with identical names
- (Export) Exporting assets/prefabs from project view created empty glTFs
- (Export) Correct float array serialization on systems with non-english culture configuration (#335)
- Textures are not duplicated anymore if they use different samplers resulting in equal Unity settings (saves memory on corner-case glTFs)
- (Export) Various material fixes and improvements
- (Import) First-time imports work now, because it is ensured that the shaders are loaded correctly (#315)
- (Import) HDRP >= 10.0: Alpha blended materials are not invisible anymore
- (Import) URP >= 12.0: Alpha masked materials are correctly alpha tested now
- (Import) URP >= 12.0: Alpha blended
pbrMetallicRougness
materials are correctly blended now - (Import) Improved error logs in Editor imports
- 2019 HDRP compiler errors
- Correct bounds calculation of meshes with normalized position accessors (applies for most quantized meshes; #323)
- Removed precausious error message (#281)
glTFast 4.5.0
This release tackles a couple of material issues in URP/HDRP and simplifies future material extension work.
Upgrade to 4.5.0
New shader graphs are used with certain Universal and High Definition render pipeline versions, so projects that included glTFast's shaders have to check and update their included shaders or shader variant collections (see Materials and Shader Variants for details)).
Changes
Added
- Generic shader graphs (to reduce the amount of shader graphs to maintain and reduce shader variants)
glTF-pbrMetallicRoughness
glTF-pbrSpecularGlossiness
glTF-unlit
Changed
- The new, generic shader graphs are used for
- Universal render pipe 12 or newer
- High-Definition render pipe 10 or newer
- Optional/Experimental for the Built-In render pipe (see Shader Graphs and the Built-In Render Pipeline in the documentatoin for details)
Fixed
- Correct emission in HDRP 12 and later
- (Shader Graph) Vertex color alpha channel is used properly
- (Shader Graph) Correct vertex colors when project uses linear color space
- (Shader Graph) Emission is now in correct color space
glTFast 4.4.11
glTFast 4.4.10
What's new
Changed
- Improved frame rate when loading glTFs with many morph targets (thanks Eric Beets for #287)
GameObjectInstantiator.SetNodeName
can be overridden now (thanks STUDIO NYX for #297)
Fixed
- Matrix decompose error (thanks weichx)
- Flickering animation on invalid glTFs from Sketchfab (#298)
glTFast 4.4.9
Changes
Fixed
- (URP/HDRP) Materials with
alphaMode
MASK
are alpha tested (and not blended as well) as specified in the specification (thanks rt-nikowiss for #296)
glTFast 4.4.8
Changes
Fixed
- Morph target animation curves have correct first keyframe value now (thanks Eric Beets for #277)
- (URH/HDRP) UV transform and UV channel on blended materials
- Error when using transmission approximation without a logger provided
ConsoleLogger
non-LogCode
messages have the correct log level now- Correct blending on URP 12 / HDRP 10 alpha blended materials