Skip to content

Releases: needle-mirror/com.unity.entities.graphics

1.0.0-pre.65

22 Mar 18:12
Compare
Choose a tag to compare

[1.0.0-pre.65] - 2023-03-21

Added

  • Burst Occlusion Culling occlusion browser tool

Changed

  • Disable Entities Graphics error message if there is no active SRP.

1.0.0-pre.44

16 Feb 17:11
Compare
Choose a tag to compare

[1.0.0-pre.44] - 2023-02-13

Added

  • Optimize OnPerformCulling by computing the CullingSplits from a main thread Burst job.
  • EntitiesGraphicsSystem.GetMesh and EntitiesGraphicsSystem.GetMaterial are now public.
  • Warning in-editor when using Entities.Graphics and URP that Forward+ rendering path should be used.

Changed

  • Removed async readback from deformations and replaced with fixed number of frames.
  • The built-in properties for URP has been changed so that they have a slider for most values between 0-1. Relevant properties have also been changed from using a float4 for color in the inspector to use a color property instead.
  • PushBlendWeightSystem.cs, PushSkinMatrixSystem.cs, MeshRendererBaking.cs script files have been updated to the latest idiomatic foreach().
  • Changed skin matrix / blend shape weight access in CopyBlendShapeWeightsToGPUJob and CopySkinMatricesToGPUJob to readonly.
  • Improved SkinnedMeshRenderer baking performance
  • Updated com.unity.render-pipelines.core dependency from 14.0.4 to 14.0.6

Removed

  • Removed RemapMaterialMeshIndexJob. Both array indices and runtime IDs are now directly supported for MaterialMeshInfo.

Fixed

  • Occlusion browser not being updated properly in play mode.
  • Only call UpdateAllBatches if there are entities graphics chunks
  • Fixed a bug with Baked Lights inside subscenes, where the bakingOutput of such Lights was not updated correctly.
  • Fixed global ambient probe when multiple cameras are present with HDRP
  • Light baking will cause the MeshRenderers to bake, thus automatically updating the light map in the entities scene. This previously required forcing the reimport of the entity scene.
  • 'GraphicsDeviceType.OpenGLES2' is obsolete: 'OpenGL ES 2.0 is no longer supported in Unity 2023.1'

1.0.0-pre.15

23 Nov 18:12
Compare
Choose a tag to compare

[1.0.0-pre.15] - 2022-11-16

Added

  • Burst Occlusion Culling occlusion browser tool

Removed

  • Removing dependencies on com.unity.jobs package.
  • Removed confusing RenderMesh overload of RenderMeshUtility.AddComponents, which does not do anything in Entities 1.0.

Fixed

  • Directional shadow caster culling false negatives.
  • Make OnPerformCulling private
  • Fixed a NullPointerException when running with -nographics or unsupported platform.
  • Blend shapes not working on certain GPUs.
  • Improved error behavior when null Meshes or Materials are used with Entities.

1.0.0-exp.14

26 Oct 17:10
Compare
Choose a tag to compare

[1.0.0-exp.14] - 2022-10-19

Changed

  • Updated documentation for mesh deformations.
  • Removed async readback from deformations and replaced with fixed number of frames.

Fixed

  • Fixed a bug in the BatchingBenchmark sample scene where it would only spawn entities the first time it was dynamically loaded.
  • Fixed an issue where Entities Graphics would cause issues with the device being able to idle.

1.0.0-exp.8

12 Oct 01:09
Compare
Choose a tag to compare

uid: changelog

Changelog

[1.0.0-exp.8] - 2022-09-21

Added

  • Hybrid assemblies will not be included in DOTS Runtime builds.
  • Error/loading shader support for Hybrid Renderer
  • Implement error/loading shader support for Entities Graphics.
  • Implement Entity picking
  • Shadow receiver sphere culling, which culls entities that cannot cast a visible shadow in the camera.
  • Support for skinned motion vectors for High Definition Render Pipeline.

Changed

  • HLOD now requires root LOD nodes to have an HLODParent component rather than any GameObject parent.
  • Removed use of the obsolete AlwaysUpdateSystem attribute. The new RequireMatchingQueriesForUpdate attribute has been added where appropriate.
  • use the existing mesh buffer to retrieve the shared mesh in bind pose.
  • use the existing graphics buffer to retrieve the skin weights for skinning.
  • use the existing graphics buffer to retrieve the vertex deltas for blendshapes.
  • DeformationsInPresentation and SkinnedMeshRendererConversion are now sealed.
  • RegisterMaterialMeshSystem is now internal instead of public.

Removed

  • PushMeshDataSystem, PushSkinMatrixSystem, PushBlendWeightSystem, InstantiateDeformationSystem, BlendShapeDeformationSystem and SkinningDeformationSystem are no longer part of the public API. Use DeformationsInPresentation instead.
  • ENABLE_COMPUTE_DEFORMATIONS define, compute deformations are always enabled.

Fixed

  • Mesh and material indices not updating correctly if entity was created ad disabled and later enabled.
  • Improved multi threaded load balancing of the Entities Graphics frustum culling Burst job
  • Guard against overflow of static readonly int k_MaxSize for the deformation buffers.

[0.14.0] - 2021-09-17

Added

  • Hybrid Renderer is automatically disabled when required support is not present or -nographics is given on the command line.

Removed

  • Hybrid Renderer V1 is now removed. V2 is the default renderer

Fixed

  • Fixed memory leak on frames where no data uploading happened.
  • HybridRendererSystem was not correctly tracking all its component read/write dependencies.
  • Warning about erroneous materials did not have enough information to act on them.

[0.13.0] - 2021-03-15

Removed

  • Removed an unused internal struct that could cause compiler warnings.

Fixed

  • Entities that use the ambient light probe now have no SH components and use much less memory.
  • Fixed a bug where global ambient probes were not always rendered correctly.

[0.12.0] - 2021-01-26

Added

  • CountNewChunksJob, which is responsible for counting the number of new chunks since last frame, and filling the newChunks array.
  • New #define DISABLE_HYBRID_LIGHT_PROBES to disable light probes globally to save memory.

Changed

  • (Root)LodRequirement component split to (Root)LodRange and (Root)LodWorldReferencePoint. The LOD ranges are created during conversion and the world reference point gets recalculated every frame. Splitting them allows performance optimizations.
  • LODGroupWorldReferencePoint component added to LOD/HLOD groups. Allows us to transform the LOD pivot point once per group and storing it instead of doing repeated work per leaf entity. Total LODRequirementSystem performance increase up to 2x (when combined with the optimization above).
  • Cache GetComponentTypeHandle<>() calls instead of doing them for each jobs.
  • UpdateAllHybridChunksJob does not count the number of new chunks since last frame anymore.
  • No longer track shader reflection version changes in HybridRendererSystem. A new system is now taking care of that in the StructuralChangePresentationSystemGroup
  • No longer add/remove chunks in the HybridRendererSystem. A new system is now taking care of that in the StructuralChangePresentationSystemGroup
  • Update minimum editor version to 2020.2.1f1-dots.3
    *Loaded the Samples project in a 2020.2.1f1-dots.3 editor without any issues or console errors.
    *Ran Full CI [Entities] [project version]

Fixed

  • LOD bitfield becoming stale when entities get removed or LOD components modified using LiveLink incremental update
  • Fixed edge case bug in instance GPU allocation behavior.
  • Improved GameObject conversion of light mapped objects during incremental conversion.
  • Fixed a performance regression related to ambient probe update when probe grid was not available
  • Do not perform structural changes in the HybridRendererSystem anymore.
  • Static objects now always have per-object motion vectors disabled, regardless of MeshRenderer settings.

[0.11.0] - 2020-11-13

Added

  • Frame queuing limiting solution to avoid hazards in the GPU uploader
  • Hybrid V2 should now render objects with errors (e.g. missing or broken material) as bright magenta when the used SRP contains compatible error shaders, and display warnings.
  • Support for lightmaps in hybrid renderer. You will need to bake with subscenes open, upon closing the lightmaps will be converted into the subscene. (Note: Requires release 10.1.0 of graphics packages).
  • Support for lightprobes in hybrid renderer. Entities can dynamically look up the the current ambient probe or probe grid. (Note: Requires release 10.1.0 of graphics packages).
  • Added error message when total used GPU memory is bigger than some backends can handle (1 GiB)
  • HybridBatchPartition shared component that can force entities into separate batches.
  • It is now possible to override DOTS instanced material properties using ISharedComponentData.
  • RenderMeshDescription and RenderMeshUtility.AddComponent APIs to efficiently create Hybrid Rendered entities.

Changed

  • Log warning instead of error message when shader on SMR does not support DOTS Skinning
  • Update minimum editor version to 2020.1.2f1

Fixed

  • Fixed float2 and float3 material properties like HDRP emissive color to work correctly.
  • GPU buffer now grows by doubling, so initial startup lag is reduced.
  • GPU resources are now cleaned up better in case of internal exceptions, leading to less errors in subsequent frames.
  • Hybrid Renderer forces entities using URP and HDRP transparent materials into separate batches, so they are rendered in the correct order and produce correct rendering results.
  • Fixed a bug with motion vector parameters not getting set correctly.
  • HLOD conversion code now properly handles uninitialized components
  • Removed internal frame queuing and replace it with frame fencing. Hybrid renderer will now longer wait for GPU buffers to be available, making it easier to see if you are GPU or CPU bound and avoiding some potential deadlocks.
  • Disable deformation systems when no graphics device is present instead of throwing error.
  • Fixed a bug with converting ambient light probe settings from GameObjects.

[0.10.0] - 2020-09-24

Added

  • Error message when trying to convert SkinnedMeshRenderer that is using a shader that does not support skinning.

Removed

  • HybridRendererSettings asset was removed since memory management for the hybrid renderer data buffer is now automatic.

Fixed

  • Fixed missing mesh breaking subscene conversion
  • Fixed chunk render bounds getting stale when RenderMesh shared component is changed.
  • Improved Hybrid V2 memory usage during GPU uploading.
  • Chunk render bounds getting stale when RenderMesh shared component is changed.
  • Reduced Hybrid V2 peak memory use when batches are deleted and created at the same time.

[0.9.0] - 2020-08-26

Added

  • Added: Hybrid component conversion support for: ParticleSystem and Volume+collider pairs (local volumes).
  • Hybrid component conversion support for: ParticleSystem and Volume+collider pairs (local volumes).

Fixed

  • Fixed parallel for checking errors in Hybrid Renderer jobs.
  • Fixed parallel for checking errors in occlusion jobs.

[0.8.0] - 2020-08-04

Changed

  • Changed SkinnedMeshRendererConversion to take the RootBone into account. The render entities are now parented to the RootBone entity instead of the SkinnedMeshRenderer GameObject entity. As a result the RenderBounds will update correctly when the root bone is transformed.
  • Changed SkinnedMeshRendererConversion to compute the SkinMatrices in SkinnedMeshRenderer's root bone space instead of worldspace.

Fixed

  • Fixed the Hybrid V2 uploading code not supporting more than 65535 separate upload operations per frame.
  • Fixed render bounds being offset on converted SkinnedMeshRenderers.
  • Partially fixed editor picking for Hybrid V2. Picking should now work in simple cases.
  • Fixed a memory leak in the HeapAllocator class used by Hybrid Renderer.

[0.7.0] - 2020-07-10

Added

  • Added support for controling persistent GPU buffer sizes through project settings

Changed

  • Updated minimum Unity Editor version to 2020.1.0b15 (40d9420e7de8)

Fixed

  • Improved hashing of the RenderMesh component.
  • Fixed blendshapes getting applied with incorrect weights when the blendshapes are sparse.

Known Issues

  • This version is not compatible with 2020.2.0a17. Please update to the forthcoming alpha.

[0.6.0] - 2020-05-27

Added

  • Added support for Mesh Deformations using compute shaders.
  • Added support for sparse Blendshapes in the compute deformation system.
  • Added support for Skinning using sparse bone weights with n number of influences in the compute deformation system.
  • Added support for storing matrices as 3x4 on the GPU side. This will used for SRP 10.x series of packages and up.
  • Added support for ambient probe environment lighting in URP.

Changed

  • Updated minimum Unity Editor version to 2020.1.0b9 (9c0aec301c8d)

Fixed

  • Fix floating point precision issue in vertex shader skinning.
  • Fixed culling of hybrid lights in SceneView when using LiveLink (on 2020.1).

[0.5.1] - 2020-05-04

Changed

  • Updated dependencies of this package.

[0.5.0] - 2020-04-24

Changed

Changes that only affect Hybrid Renderer V2:

  • V2 now computes a...
Read more