Releases: atteneder/glTFast
Releases · atteneder/glTFast
glTFast 2.5.0
Added
- Ported partial support for transmission materials to URP/HDRP 7.x
- Improved/alternative transmission mode for Universal Render Pipeline that kicks in if
Opaque Texture
is enabled in URP settings
glTFast 2.4.0
Added
- Partial support for transmission materials in built-in render pipeline (extension KHR_materials_transmission; see #111 for details)
Changed
- Performance improvement: Avoid redundant Shader.Find invocations by making cached shader references static
- Built-In shaders can customized now by overriding
BuiltInMaterialGenerator.FindShader*
methods
Fixed
- Unlit double sided shader graph materials
Note: The next major release (3.0.0) will raise the minimum required Unity version to 2020.2 and subsequently up to 2020.4 LTS. This is necessary to support new material features in Universal and High Definition Render Pipelines.
glTFast 2.3.0
Added
- Support for Shader Graph based Render Pipelines including Universal Render Pipeline (URP) and High Definition Render Pipeline (HDRP) (#41,#42)
- Material inspector: texture rotation value (in degrees) for both built-in and Shader Graph materials
GltfAsset
now provides astreamingAssets
option (default is off), for loading relative paths from the StreamingAssets folderGameObjectBoundsInstantiator
, a derived version ofGameObjectInstantiator
that calculates the glTF's axis-aligned bounding boxGltfBoundsAsset
, a derived version ofGltfAsset
that adds a BoxCollider to instantiations- Render Tests: Minimize chance of visual regression by checking import results against reference images
Changed
- Texture transform UV rotation: Using standard
_ST
property (Scale-Translation) by default. When rotation is enabled, scale values act as m00/m11 values of 2-by-2 rotation/scale matrix and are supplemented by two rotation values (for m01/m10). - Textures that fail to load don't cause the whole loading process to fail (thanks @Bersaelor for #117)
- Unit Tests: Sample model list is now part of GltfSampleSet objects and not loaded from text file anymore
Fixed
- Removed shader compiler warnings for built-in shaders
- Removed compiler warnings in Unity 2020.1/2020.2
- Changes to materials (in custom shader GUI) are saved now
- Invalid matrix error. ValidTRS reports error in matrix data that does look correct (fixes #116)
- Removed potential memory leak warnings by allocating all buffers permanently (#115)
glTFast 2.2.0
Added
- Blend mode can be set in inspector for glTF materials via custom ShaderGUI (thanks @camnewnham for #89)
- Option to make all mesh data readable via
GLTFAST_KEEP_MESH_DATA
scripting define (alternative to #86) - Better support for URLs without file extension. glTF type (JSON or binary) is derived from HTTP Content-Type header, if present. (thanks @camnewnham for #87)
- Method
GltFast.LoadGltfBinary
to load .glb files from byte arrays is public now (#81)
Changed
- Switched internal URL type from
string
toUri
- Dependency on com.unity.mathematics was added (for matrix decomposition; see fix below)
Fixed
glTFast 2.1.0
Changed
- Updated KTX/Basis Texture Unity Package to 0.8.x
- The KTX specification changed (from ~draft20 to pr-draft2), thus older KTX files cannot be loaded anymore.
Added
- Support for KTX specification 2.0 pr-draft2 (fixes #16)
- Support for Basis Universal UASTC supercompression mode (higher quality)
glTFast 1.3.0
Note: This is the 1.x legacy version. For Unity 2019.3 or newer use the improved 2.x releases!
Changed
- Updated KtxUnity to 0.8.0
glTFast 2.0.0
This release is a major refactor that makes glTFast future proof by building upon Unity's new Mesh API.
Some glTF files see major performance improvements with this update while I haven't noticed any considerable regression.
Thanks to Embibe for sponsoring the development of skin support! ❤️
Added
- Support for skins
- Instantiation can now be customized via injection
Changed
- Complete refactor to allow more optimization by using Unity's new Mesh API (introduced in 2019.1)
- Required Unity version was raised to 2019.1 or newer
glTFast 1.2.0
glTFast 1.1.1
Fixed
- Unlit shader now works with vertex colors
Release 1.1.0
Added
GltFast.LoadingDone
state property indicates if loading routine has finishedGltfAssetBase
, a minimum asset component for manual loading via scriptGetMaterial
interface, to retrieved imported materials by index.
Changed
- Added loading state sanity checks to instantiation
Fixed
- Loading glTFs with materials only (no scene/geometry)
- Normal texture scale is applied correctly now