From af4ec319c1e0ca30185a50137aceab02ee7aa167 Mon Sep 17 00:00:00 2001 From: Toshiyuki Mori Date: Tue, 30 Mar 2021 21:58:29 +0900 Subject: [PATCH] updated package.jsojn and changgelog.md for 0.0.2-preview --- com.unity.toonshader/CHANGELOG.md | 9 +++++++++ com.unity.toonshader/package.json | 2 +- 2 files changed, 10 insertions(+), 1 deletion(-) diff --git a/com.unity.toonshader/CHANGELOG.md b/com.unity.toonshader/CHANGELOG.md index d9230bfd2..1c24960ab 100644 --- a/com.unity.toonshader/CHANGELOG.md +++ b/com.unity.toonshader/CHANGELOG.md @@ -1,6 +1,15 @@ # Changelog **Unity Toon Shader** +## [0.0.2-preview] - 2021-03-30 +* Legacy shaders are integrated into two shaders. +* The number of textures is reduced experimental +* Added Clipping Matte feature for HDRP. +* Removed almost all the warrnings when compiling shaders. +* Grafted graphics tests from Scriptable Render Pipelines. +* Reorganized documents. +* Reorganized repository folder structure. +* Added feature model list FeatureModel_en.md ## [0.0.1-preview] - 2021-03-11 diff --git a/com.unity.toonshader/package.json b/com.unity.toonshader/package.json index 2501f2266..b7b41e690 100644 --- a/com.unity.toonshader/package.json +++ b/com.unity.toonshader/package.json @@ -1,7 +1,7 @@ { "name": "com.unity.toonshader", "displayName":"Unity Toon Shader", - "version": "0.0.1-preview", + "version": "0.0.2-preview", "unity": "2019.4", "description": "Unity Toon Shader (Unity-Chan Toon Shader 3) is a toon shader for images and video that is designed to meet the needs of creators working on cel-shaded 3DCG animations.\nUnlike other pre-render toon shaders, all features can be adjusted in real time on Unity, which is the greatest feature of UTS.\n\nUTS has great power and makes a wide variety of character designs possible, from cel-shaded to light novel illustration styles.\n\nUTS has the 3 basic layers of Base Color, 1st Shade Color, and 2nd Shade Color, colors and textures can also accept a wide variety of customization options, such as High Color, Rim Light, MatCap (sphere mapping), and Emissive (light emission).The level of gradation (feather) between colors can also be adjusted in Unity in real-time.\n\nMore precisely, View documentation above.", "samples": [