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d4rkpl4y3r Avatar Optimizer 3.5.0

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@d4rkc0d3r d4rkc0d3r released this 28 Feb 23:52
· 124 commits to main since this release

Add Repo to VCC

Features

  • Add auto settings for Shader and NaNimation toggles that disable them if the avatar has more than 150k tris.
    • Also shows a warning if Shader or NaNimation toggles are enabled and the avatar has more than 150k tris.
  • Always remove animation curves which reference a binding that doesn't exist on the avatar.

Changes

  • Swap OnPreprocessTexture to OnPreprocessAsset to stop the optimizer from triggering a full project all texture reimport in unity 2022. (more)
    • This will trigger one last full texture reimport if you already used the optimizer in unity 2022 :(
  • Remove option Merge Cull Back with Cull Off, just set the culling of your materials to off if you want to merge them.
  • Reduced generated shader complexity handling material property animations:
    • When Shader or NaNimation toggles are enabled, it will still perform a basic merge of meshes that get animated in the same way.
    • When all meshes in a merged mesh blob have material properties animated in the same way, it will no longer split the properties into separated properties.
      This helps immensely when using global material adjustments like for example color, hue or brightness radials.

Bug Fixes

  • Fix materials getting merged even if they have different VRCFallback shaders set.
  • Fix copy of old material property animation when it is a color property.
  • Fix optimizer always injecting the animated property disambiguation code on merged material blobs that have at least one material that comes from the combined mesh path.
  • Don't generate default properties which have names that are invalid ShaderLab property names. (more)
  • Fix always disabled renderer components not getting deleted before mesh merging happens.

Since v3.4.0

Changes

  • Added BC6H & DXT1 compression to normal maps in the texture compression analyzer.

Bug Fixes

  • Fix mesh disappearing locally when NaNimation is enabled and the mesh has the Head or one of its children as the root bone.
  • Fix shaderlab Int parameters actually getting written as an int. "Obviously" they should be written as a float.