Releases
v3.4.0
d4rkpl4y3r Avatar Optimizer 3.4.0
Features
Improved support for poiyomi shaders to better match the lock in logic.
Add support for //ifex
parsing which is important for poi 9.0 as it is used to skip entire passes.
Add support for #if defined(PROP_Texture) || !defined(OPTIMIZER_ENABLED)
macros to skip unused texture properties.
Massive performance improvements for the perf rank change preview.
My personal avatar went from 450ms to 35ms. (AnimatorController.layers
is slow and you should cache it)
Changes
Always merge other meshes into the mesh Body
if it exists. (more)
Add property filter for the shader analyzer debugger.
Auto Refresh Preview Timeout
now ignores the first time it is over the threshold.
This is because the first time the preview is calculated it takes longer than usual.
Bug Fixes
Fix material property animation of the original property not getting the correct material.
prefix.
Don't duplicate shader functions with a Texture2DArray
parameter.
Fix detection of cull ShaderLab property and disable merge with off when there is more than one cull property.
Fix crash when a MeshRenderer has no MeshFilter on the same GameObject. (more)
Since v3.3.0
Bug Fixes
Fix Delete Unused GameObjects
not marking the global phys bone collider transforms as used.
Fix sort order of which mesh should get priority for getting merged into.
Fix WD ON workflow toggles not stopping NaNimation when Optimize FX Layer
is disabled.
Fix NaNimation getting blocked by WD ON workflow even for meshes that are on by default.
Don't normalize normals & tangents when merging meshes. This fixes outlines that are dependent on the normal length to determine mesh scale.
Clamp blendshape value to 0-100 when baking the blendshape to match in-game blendshape clamping.
Fix crash when no fxlayer is present.
Fix non shader or NaNimation toggles getting broken.
Fix it not working in unity 2019
You canβt perform that action at this time.