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更新到1.062版本
NEW FEATURES
· Mobile-ready Fast Skin Shader (Beta)
· Mobile-ready Simple Terrain shaders
· Improved render-to-cubemap tools (Pro Only)
· Added “Auto-Apply” toggle to Sky script
· Sky script now handles OnTriggerEnter and OnTriggerExit events
· Added “Skin Fast IBL” to Beta shaders, a mobile-ready skin shader
· New UI options for Skyshop Editor – reload, new/find/clear-all, cubemap naming
· Cubemap probes can now be captured at 2048×2048
· Improved per-object binding
· OnTriggerEnter/Exit handling for local skies
· Auto/manual apply toggle for skies
SCRIPTING
- Added diffuse spherical harmonics computation
- Added Apply(Renderer target) function to Sky script for per-object Sky binding
- Added UniformOcclusion shader parameter that can be set per object
- Added proper serialization support to a whole list of classes
SKYSHOP MENU
- "Create Prefabs from Selected" creates prefabs from all selected skies (required for old skies).
SHADERS
- Added "Beta" shader category for new shaders that are not quite production-ready
- Added Box Projection Cube-Mapping (Beta)
- Added diffuse spherical harmonics (Beta)
- Added SH-based skin shader (Beta)
- Added anisotropic direct light specular (Beta, skin shader only)
- Removed manual sRGB sampling code from grass & detail shaders (Old hack for Unity 4.2 bug)
- Fixed invalid fallback paths in mobile & terrain shaders
- Made non-blended shaders output alpha of 1.0
- Disabled lightmapping in mobile bumped-spec shaders that use vertex colors/occlusion (too many interpolators)
NEW FEATURE #DEFINES
- #define MARMO_BOX_PROJECTION 1
- #define MARMO_SPHERICAL_HARMONICS 1
- #define MARMO_ALPHA
ALPHA
- Shaders will write 1.0 into the output alpha unless this flag is defined
BOX_PROJECTION
- Shaders with box projection enabled treat the Sky as being a box with finite dimensions
- Sky object's transform scale defines the bounds of the projection box
- Does not yet work with vertex-lit shaders
- Enabled with #define MARMO_BOX_PROJECTION 1 (Note: the 1 is new and important)
- Can also be toggled as a multi-compile keyword
- This feature is considered beta and only enabled in the beta category of shaders
SHPERICAL_HARMONICS/strong>
- All skies now compute spherical harmonics coefficients to be used in place of the diffuse IBL cubemap
- SH is computed from the specular, skybox, or diffuse cube depending on which is present
- SH is computed automatically in the Sky Inspector, no recomputation necessary for older content.
- SH will be used in place of the diffuse IBL cubemap in shaders that enable the feature
- Enabled with #define MARMO_SPHERICAL_HARMONICS 1
- This feature is considered beta and only enabled in the beta category of shaders
BUGS & MISC
- Fixed Skyshop UI being disabled if no sky object already exists
- Skyshop no longer clears inputs and settings when entering play mode
- Fixed non-mipmapped specular preview bug in SkyInspector
- Fixed mset_BeastConfig unreferenced leak
- Fixed freeze when entering “Play” mode – a serialization/memory bug
- Intensity and exposure sliders no longer cause a SH recompute – no more lagging!
- Convolutions are no longer brighter than the source image – better normalization
- Fixed LDR horizontal cross gamma issue with panorama images
- Fixed translucency with omni lights and spotlights
- Anistropic direction for specular highlights is now 0-180 degrees
- Vertex Color and Vertex Occlusion shaders now work with Unity’s post effects
- Resolved missing #MARMO_ALPHA with mobile translucency and simple glass shaders – works on Android again
- Resolved missing #pragma target 3.0 – terrain shaders work on mobile again
- Shaders now keep a float _SkyID
- Box projection no longer affects diffuse lookups
- Box projection only works in Unity 4.3+ (#pragma multi-compile requirements)
- Cleaned up Undo and made it more specific in a few cases KNOWN ISSUES
- Unity 4.2 grass & detail shaders now render incorrectly (still need manual sRGB sampling hack).
- Old Sky objects cannot be turned into prefabs (they lose script references), use Edit->Skyshop->Create Prefabs from Selected - RGBM probe does not capture transparent objects
- RGBM probe does not capture tree or grass billboards properly
- RGBM probe captures converts non-Marmoset shaders to Marmoset ones when rendering (by-product of replacement shaders) |
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