リリースノート

Known Issues in 2021.2.0a9

  • Animation: Fixed issue where Timeline would stay stuck after going to Play Mode. (1315060)
    Fixed in 2021.2.0a10.

  • Asset Import: Fixed performance regression of animation import from FBX files. (1265275)
    Fixed in 2021.2.0a10.

  • Editor: Backed-out a changeset that introduced bad forced repaint in all inspectors every frame. (1320482)
    This has already been backported to older releases and will not be mentioned in final notes.
    Fixed in 2021.2.0a10.

  • Editor: Fixed Null reference exception regression in Inspectors. (1318535)
    This has already been backported to older releases and will not be mentioned in final notes.
    Fixed in 2021.2.0a10.

  • Editor: Fixed scene view selection outline rendering for transparent objects. (1316083)
    Fixed in 2021.2.0a10.

  • Editor: Gracefully exit editor in the case where shader compiler process cannot be launched due to external conditions. (1319336)
    Fixed in 2021.2.0a10.

  • Graphics: Fixed nullref when adding a volume component in a Volume profile asset (1317156)
    This has already been backported to older releases and will not be mentioned in final notes.
    Fixed in 2021.2.0a10.

  • Linux: Prevent endless "Compiling Scripts" loop when switching between platform targets with the player settings window open. (1315432)
    This is a change to a 2021.2.0a5 change, not seen in any released version, and will not be mentioned in final notes.
    Fixed in 2021.2.0a10.

  • Particles: Fixed crash when using modules with no assigned Particle System. (1319658)
    Fixed in 2021.2.0a10.

  • Serialization: Fix crash when entering play mode or on domain reload with a MonoBehaviour larger than 2,147,483,647 bytes. (1313492)
    This has already been backported to older releases and will not be mentioned in final notes.
    Fixed in 2021.2.0a10.

  • VFX Graph: Prevent infinite compilation loop (1298466)
    This has already been backported to older releases and will not be mentioned in final notes.
    Fixed in 2021.2.0a10.

  • IL2CPP: [macOS][IL2CPP] Build fails when there are spaces in the project path (1322085)

  • Addressable Assets: Performance bug reported by the DOTS team in PreloadManager::WaitForAllOperationToComplete (1322086)

  • Packman: User can't easily configure location of both UPM and Asset Store package local cache (1317232)

  • IL2CPP: Building projects with IL2CPP scripting backend on Windows fail due to fatal error C1083 (1319442)

  • Serialization: Crash in SerializedProperty::IsValid when reordering a SerializedProperty list (1320319)

  • Packman: PackageManager.Client.SearchAll(offlineMode: true) returns an error if user offline (1319585)

  • Packman: Package Manager's prompt keeps reappearing to resolve packages (1315014)

  • Templates: Editor Crashes when performing Undo and Redo after duplicating Game Object with LEGO Model Asset component (1298503)

  • Asset Bundles: Synchronous Asset Loading Does Not Correctly Load Preload Dependencies (1321141)

  • Android: App installed using APK from app bundle option in Android Studio fails to run (1314472)

  • Profiling: [Profiler] ArgumentNullException is thrown on maximizing Profiler window when Editor Record Mode is set (1315755)

  • Mobile: FixedUpdate gets called multiple times before the first Update when Build is run on a Device (1318647)

  • Serialization: Inclusion of com.unity.xr.windowsmr.metro in WSASubtarget PC build causes crash (1298271)

  • Asset Importers: "NullReferenceException: SerializedObject of SerializedProperty" is thrown when building Sprite Atlas (1318332)

  • Global Illumination: [GPUPLM] Crash in RadeonRaysMeshManager::RemoveGeometry while baking Terrain game object with 4k lightmaps on certain GPU (1255993)

  • Cloth: Cloth is broken when parent GameObject scale is lower than 1 and Surface Penetration constraints are set 0 (1319488)

  • Packman: Package Manager incorrectly shows that there are no packages in a new project (1319205)

  • iOS: [WebGL] [iOS] video is not playing on iOS (1288692)

  • UI Builder: Visual Studio opens up instead of UI Builder on double-clicking on uXML file in the Project window (1298297)

  • Build Pipeline: [Cache Server] Building process freezes on compiling shader variants when connected to Accelerator (1296800)

  • MacOS: [Metal][Editor] Memory grows continuously until Editor crashes when importing 100k materials (1214197)

  • Project Browser: Basic primitive Meshes are not shown in Select Mesh window (1314696)

  • Terrain: Terrain Lit Opacity as Density option causes alpha'd areas on the 5th layer or greater to appear with artifacts (1283124)

  • WebGL: [Audio] "Cannot create FMOD" Error when importing 3D Game Kit project on webGL (1293595)

  • Templates: [Linux] Missing libdl.so library causes crash when entering Playmode for the second time or closing the Editor (1237642)

  • MacOS: [Mac OS] Building Standalone project for Mac when Generate Xcode project is enabled generates both a folder and .xcodeproj (1288729)

New 2021.2.0a9 Entries since 2021.2.0a8

Fixes

  • Android: Added a warning if making an IL2CPP Android build without Arm64 binaries (1318322)

  • Android: Disable cut/copy/paste popup that was appearing on the hidden Android inputfield (1317688)

  • Asset Import: Fixed issue where OnAssignedMaterialModel is not called for meshes that get a default material assigned. (1307374)

  • Asset Pipeline: Fixed an assert when fetching previews for assets in AssetBundles. (1311115)

  • Asset Pipeline: Fixed problem where artifact dependency could get ignored (1318602)

  • Editor: Avoid create multiple instances of Index Manager window (1316020)

  • Editor: Do not save empty Roots/Includes/Excludes in the index settings file. (1307800)

  • Editor: Fix menubar not appearing on launch when loading an existing project in the Linux Editor (1317207)
    This is a change to a 2021.2.0a5 change, not seen in any released version, and will not be mentioned in final notes.

  • Editor: Fixed an issue to stop clearing Asset's name property when resetting it via the Inspector. (1310078)

  • Editor: Fixed corrupted control id when calling EditorGui.DropDownToggle() causing Error stack-trace information to be not selectable using Mouse controls (1315171)
    This is a change to a 2021.2.0a5 change, not seen in any released version, and will not be mentioned in final notes.

  • Editor: Fixed issue where WinMerge would not be detected as a diff tool on some systems. (1303298)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Editor: Fixed some styling issues with the main editor toolbar (1296757)

  • Editor: On Windows, a maximized instance of Unity on a second, lower resolution display will now remain maximized on that display when the Editor is restarted (1314966)

  • Editor: On Windows, tags dragged to a second, lower DPI monitor will now keep their size and position correctly (1289440)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Editor: The Roots object field is changed for a TextField.
    Allow folders and files to be in the whole project instead of just Assets for Roots/Includes/Excludes. (1307793)

  • GI: Support high intensity skyboxes for baking. (1222492)

  • GI: Use shadow penumbra to sort lights with penumbra by in the GPU lightmapper instead of indirect color. (1319138)

  • Graphics: Calculating correct rtHandleScale by considering the possible pixel rounding when DRS is on

  • Graphics: Cleanup Shader UI.

  • Graphics: Disable Motion Vectors pass in Output Meshes even when other output has motion vectors enabled (1313043)

  • Graphics: Fix crash on VolumeComponentWithQualityEditor when the current Pipeline is not HDRP

  • Graphics: Fix issue where changing from fullscreen to windowed mode causes black screen on Linux when using OpenGL (1314460)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Fix issue with Depth of Field CoC debug view.

  • Graphics: Fix screen being over-exposed when changing very different skies.

  • Graphics: Fixed a locale issue with the diffusion profile property values in ShaderGraph on PC where comma is the decimal separator.

  • Graphics: Fixed a reload bug when using objects from the scene in the lookdev (1300916)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Fixed ALL/NONE to maintain the state on the Volume Component Editors.

  • Graphics: Fixed alpha output in debug view and AOVs when using shadow matte (1311830)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Fixed an exception when opening the color picker in the material UI (1307143)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Fixed an issue in shadergraph when switching from a RenderingPass (1307653)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Fixed an issue where first frame of SSAO could exhibit ghosting artefacts.

  • Graphics: Fixed an issue where selection in a debug panel would reset when cycling through enum items.

  • Graphics: Fixed an issue with half res ssgi upscale.

  • Graphics: Fixed an issue with light intensity prefab override application not visible in the inspector (1299563)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Fixed an issue with the capture callback (now includes post processing results).

  • Graphics: Fixed an issue with the mipmap generation internal format after rendering format change.

  • Graphics: Fixed an issue with transparent meshes writing their depths and recursive rendering (1314409)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Fixed box light attenuation.

  • Graphics: Fixed camera velocity property for SRPs. (1302527)

  • Graphics: Fixed computation of geometric normal in path tracing (1293029)

  • Graphics: Fixed decal draw order for ShaderGraph decal materials.

  • Graphics: Fixed decals in material debug display.

  • Graphics: Fixed error in Depth Of Field near radius blur calculation (1306228)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Fixed error in the RTHandle scale of Depth Of Field when TAA is enabled.

  • Graphics: Fixed error when increasing the maximum planar reflection limit (1306530)

  • Graphics: Fixed exception when changing the current render pipeline to from HDRP to universal (1306291)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Fixed GC allocations from XR occlusion mesh when using multipass.

  • Graphics: Fixed incorrect debug wireframe overlay on tessellated geometry (using littessellation), caused by the picking pass using an incorrect camera matrix.

  • Graphics: Fixed issue when debug full screen 'Transparent Screen Space Reflection' do not take in consideration debug exposure

  • Graphics: Fixed issue with compositor custom pass hooks added/removed repeatedly (1315971)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Fixed issue with faulty shadow transition when view is close to an object under some aspect ratio conditions

  • Graphics: Fixed issue with NaNs in Volumetric Clouds on some platforms.

  • Graphics: Fixed issue with shadow mask and area lights.

  • Graphics: Fixed issues with path-traced volumetric scattering (1295222, 1295234)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Fixed label style in pbr sky editor.

  • Graphics: Fixed LayerMask editor for volume parameters.

  • Graphics: Fixed light gizmo showing shadow near plane when shadows are disabled.

  • Graphics: Fixed light layer issue when performing editing on multiple lights.

  • Graphics: Fixed lightmaps not working properly with shader graphs in ray traced reflections (1305335)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Fixed lights shadow frustum near and far planes.

  • Graphics: Fixed LookDev environment library assignement after leaving playmode.

  • Graphics: Fixed material keywords with fbx importer.

  • Graphics: Fixed missing BeginCameraRendering call for custom render mode of a Camera.

  • Graphics: Fixed missing warning UI about Projector component being unsupported (1300327)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Fixed model import by adding additional data if needed.

  • Graphics: Fixed multiple any hit occuring on transparent objects (1294927)

  • Graphics: Fixed nullref in layered lit shader editor.

  • Graphics: Fixed path tracing accumulation not being reset when changing to a different frame of an animation.

  • Graphics: Fixed path tracing alpha channel support (1304187)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Fixed PCSS filtering issues with cached shadow maps.

  • Graphics: Fixed performance issue with ShaderGraph and Alpha Test

  • Graphics: Fixed pixelated appearance of Contrast Adaptive Sharpen upscaler and several other issues when Hardware DRS is on

  • Graphics: Fixed Quality Level set to the last one of the list after a Build (1307450)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Fixed register spilling on FXC in light list shaders.

  • Graphics: Fixed regression in Wizard that not fix runtime ressource anymore (1287627)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Fixed shadow matte not working with ambient occlusion when MSAA is enabled

  • Graphics: Fixed side effect on styles during compositor rendering.

  • Graphics: Fixed skybox for ortho cameras.

  • Graphics: Fixed some labels being clipped in the Render Graph Viewer

  • Graphics: Fixed some render texture leaks.

  • Graphics: Fixed spacing between property fields on the Volume Component Editors.

  • Graphics: Fixed sub-shadow rendering for cached shadow maps.

  • Graphics: Fixed tesselation culling, big triangles using lit tesselation shader would dissapear when camera is too close to them (1299116)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Fixed the condition on temporal accumulation in the reflection denoiser (1303504)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Fixed the display name of a Volume Parameter when is defined the attribute InspectorName

  • Graphics: Fixed the selection of the Additional properties from ALL/NONE when the option "Show additional properties" is disabled

  • Graphics: Fixed timing issues with accumulation motion blur

  • Graphics: Fixed undo-redo on layered lit editor.

  • Graphics: Fixed Undo/Redo instability of light temperature.

  • Graphics: Fixed update upon light movement for directional light rotation.

  • Graphics: Fixed various issues with non-temporal SSAO and rendergraph.

  • Graphics: Fixed Warnings about "SceneIdMap" missing script in eye material sample scene

  • Graphics: Fixed white flashes on camera cuts on volumetric fog.

  • Graphics: Fixed WouldFitInAtlas that would previously return wrong results if any one face of a point light would fit (it used to return true even though the light in entirety wouldn't fit).

  • Graphics: Fixed XR depth copy (1286908)

  • Graphics: Fixed XR depth copy when using MSAA.

  • Graphics: Fixed: SSR with transparent (1311088)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Improved the fix for GPU skinning not working correctly when supplied with 16bit float attribute data. (1215575)

  • Graphics: VFX : Debug material view incorrect depth test. (1293291)

  • Graphics: VFX : Debug material view were rendering pink for albedo. (1290752)

  • Graphics: VFX: Fixed LPPV with lit particles in deferred (1293608)

  • Graphics: VisualEffect could cause an unexpected assert if the graph samples a skinned mesh renderer with cloth (1307808)

  • Graphics: Wrong remapper VFXCPUBuffer::BuildRemapper (1317796)

  • iOS: Fixes a UnityWebRequest issue that caused freezing on background/resume when the device is offline. (1315244)

  • Linux: Fix crash under Wayland when opening Keyboard window from New Input System debug window. (1319311)

  • macOS: Fix loss of input and occasional crashes when connecting and reconnecting controllers. (1315229)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Package: (ml-agents) Removed unnecessary allocations and garbage collections during runtime.

  • Package Manager: Fixed a bug where the Package Manager UI did not refresh after manually editing the package.json of an embedded package.

  • Package Manager: Fixed the issue where asset update status does not refresh when users modify the content of Asset Store cache while the My Assets tab is open (1312024)

  • Package Manager: Fixed the issue where the update icon for assets takes a very long time to show when user have a lot of downloaded assets (1315426)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Package Manager: Handle operation timeout properly when downloading multiple assets (1297456)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Package Manager: Show proper error message when user try to download an asset he doesn't have a paid for (free asset, wrong account) (1299159)

  • Particles: Fix crash when using a Stop Action set to Disable. (1311212)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Particles: Fix occasional error message and invalid bounding box, when using the Collision Module in Planes mode. (1282268)

  • Physics: Added better error message when trying to set an invalid mesh on a MeshCollider (1282750)

  • Physics: Fixed a bug where tweaking ArticulationBody drive parameters would re-initialise anchors (1315525)

  • Physics: Fixed crash when trying to read texture coordinates from a RaycastHit when the mesh was unreadable (1006742)

  • Physics: Fixed Rigidbody falling asleep when fixed joint is removed (963368)

  • Prefabs: Calling UnloadUnusedAssetsImmediate in OnWillCreateAsset/OnWillSaveAsset during prefab save no longer crashes. (1303644)

  • Prefabs: Ensure Prefab can't be instantiated with a Prefab asset as parent (1276785)

  • Prefabs: Fixed Recovery GameObject is created when opening scene with missing Prefab as a child of other GameObject (1299744)

  • Prefabs: Fixed removing components from Prefab instances when RequireComponent is added after creating the Prefab (1284595)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Profiler: Fixed sample names of samples in surrounding frames disappearing in Timeline view. (1317697)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Profiler: Selecting the Modules dropdown on Mac now closes the dropdown window if it's open. (1317447)

  • Scripting: AsyncReadManager.Read no longer writes the number of bytes read to the input ReadCommand array. The bytes read can now be accessed via the new ReadHandle.GetBytesRead method. (1318381)

  • Scripting: Fixes a problem when adding UI Toolkit pkg to a project where a scripted imported from the pkg would get rejected and exceptions would be reported to the user. (1269167)

  • Scripting: Provide Visual Studio 2019 installers rather than Visual Studio 2017

  • Shadergraph: - Clean up console error reporting from node shader compilation so errors are reported in the graph rather than the Editor console (1296291)

  • Shadergraph: Boolean keywords now have no longer require their reference name to end in _ON to show up in the Material inspector (1306820)
    *This has already been backported to older releases and will not be mentioned in final notes.*

  • Shadergraph: Fixed a bug where old preview property values would be used for node previews after an undo operation.

  • Shadergraph: Fixed a selection bug with block nodes after changing tabs (1312222)

  • Shadergraph: Fixed an issue where SampleRawCubemapNode were requiring the Normal in Object space instead of World space (1307962)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Shadergraph: Fixed an issue where the Rectangle Node could lose detail at a distance. New control offers additional method that preserves detail better (1156801)

  • Shadergraph: Fixed issue with Hybrid renderer compatibility (1296776)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Shadergraph: Fixed issue with SRP Batcher compatibility (1310624)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Shadergraph: Fixed ParallaxMapping node compile issue on GLES2

  • Shadergraph: Fixed some shader graph compiler errors not being logged (1304162)

  • Shadergraph: Fixed the Custom Editor GUI field in the Graph settings that was ignored.

  • Shadergraph: Fixed the InputNodes tests that were never correct. These were incorrect tests, no nodes needed tochange.

  • Shadergraph: Fixed the ViewDirection Node in Tangent space's calculation to match how the transform node works (1296788)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Shadergraph: Fixed treatment of node precision in subgraphs, now allows subgraphs to switch precisions based on the subgraph node (1304050)

  • Shadergraph: Fixed virtual texture layer reference names allowing invalid characters (1304146)

  • Shadergraph: Newly created properties and keywords will no longer use obfuscated GUID-based reference names in the shader code (1300484)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Shadergraph: Node included HLSL files are now tracked more robustly, so they work after file moves and renames (1301915)

  • Shaders: Fix ShaderCache.db growing in size after each build. (1317744)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Timeline: Fixed an issue where ScriptableObjects are not recognized as valid INotificationReceivers

  • UI Toolkit: Fix multiple errors appear after modifying ScriptableObject's array indirectly (1303188)

  • UI Toolkit: Fixed an issue where changing the size of a TwoPaneSplitView would not resize its content. (1313077)
    This has already been backported to older releases and will not be mentioned in final notes.

  • UI Toolkit: Fixed null reference exception thrown when reimporting the uss while an unsaved uxml file is in the Builder. (1298490)

  • UI Toolkit: Fixed the naming of Game Objects created using the "UI Toolkit > UI Document" creation menu on Hierarchy View to be incremental (1318889)
    This is a change to a 2021.2.0a4 change, not seen in any released version, and will not be mentioned in final notes.

  • UI Toolkit: Panels instantiated by PanelSettings assets now ordered deterministically when their sort order have the exact same value.

  • UI Toolkit: The TwoPaneSplitView's view data will now be persisted when the viewDataKey is set. (1314083)

  • UI Toolkit: The UI Builder window's layout will not reset anymore when the window is reloaded (UI Builder).

  • Universal: Fixed a case where shadow fade was clipped too early.

  • Universal: Fixed an issue in shaderGraph target where the ShaderPass.hlsl was being included after SHADERPASS was defined

  • Universal: Fixed an issue that that caused a null error when creating a Sprite Light. (1295244)

  • Universal: Fixed an issue where 2D Shadows were casting to the wrong layers (1300753)

  • Universal: Fixed an issue where Particle Lit shader had an incorrect fallback shader (1312459)

  • Universal: Fixed an issue where ShadowCaster2D was generating garbage when running in the editor. (1304158)

  • Universal: Fixed an issue where soft particles did not work with orthographic projection. (1294607)

  • Universal: Fixed an issue where the inspector of Renderer Data would break after adding RenderObjects renderer feature and then adding another renderer feature.

  • Universal: Fixed an issue where the scene view camera was not correctly cleared for the 2D Renderer. (1311377)

  • Universal: Fixed an issue with backbuffer MSAA on Vulkan desktop platforms.

  • Universal: Fixed gizmos drawing in game view. (1302504)

  • Universal: Fixed lit shader property duplication issue. (1315032)

  • Universal: Fixed material upgrader to run in batch mode (1305402)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Universal: Fixed shadow cascade blend culling factor.

  • Universal: Fixed SpeedTree LOD fade functionality. (1198135)

  • Universal: Fixed undo issues for the additional light property on the UniversalRenderPipeline Asset. (1300367)

  • Universal: Fixed wrong shader / properties assignement to materials created from 3DsMax 2021 Physical Material. (1293576)

  • Universal: Normalized the view direction in Shader Graph to be consistent across Scriptable Render Pieplines.

  • Universal: Removed Custom.meta which was causing warnings. (1314288)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Universal Windows Platform: Fixes DevicePortal deployment to handle both .appx and .msix packages (1269676)

  • VFX Graph: An existing link can be remade.

  • VFX Graph: Artefact in VFXView using efficient debug mode in component target board (1243947)

  • VFX Graph: Consistently displays the Age Particles checkbox in Update context (1221557)

  • VFX Graph: Fix CameraFade for shadow maps (1294073)

  • VFX Graph: Fix compute culling compilation in URP (1309174)

  • VFX Graph: Fixed shader compilation errors with textures in shader graph (1309219)

  • VFX Graph: Handle correctly locked VisualEffectAsset with version control system (1261051)

  • VFX Graph: Modified Sign operator node output for float when input is 0.0f (1299922)

  • VFX Graph: pCache: Unexpected ditable field in Mesh Statistics, Save & Cancel pCache, error trying to access not readable texture (1122417)

  • VFX Graph: Sample Mesh Color when value is stored as float.

  • VFX Graph: Tidy up of platform abstraction code for random number generation, requires a dependency on com.unity.render-pipelines.core for those abstractions.

  • VFX Graph: Unexpected compilation warning in VFXMouseBinder (1313003)
    This has already been backported to older releases and will not be mentioned in final notes.

  • VFX Graph: Use alphabetical order in type list in blackboard "+" button (1304109)

  • VFX Graph: VFXEventBinderBase throwing a null reference exception in runtime

  • VFX Graph: VFXEventBinderBase throwing a null reference exception in runtime

  • Video: Failed video import is uploaded to and pulled from the Unity Accelerator (1292668)

  • WebGL: Fix WebGL pages on macOS with Safari 11 (1318420)

  • WebGL: Fixed an issue that WebGL page would not load if Data Caching (IndexedDB access) was enabled, and private browsing mode was active. (1318980)

  • XR: Fixed an issue where trying to build the Lumin player from source would fail under certain conditions (1318435)

API Changes

  • Build Pipeline: Added the BuildOptions.CleanBuildCache flag to force the incremental player build pipeline to do a clean rebuild of everything.

  • Graphics: Added a complete solution for volumetric clouds for HDRP including a cloud map generation tool.

  • Graphics: Added a Force Forward Emissive option for Lit Material that forces the Emissive contribution to render in a separate forward pass when the Lit Material is in Deferred Lit shader Mode.

  • Graphics: Added a history rejection criterion based on if the pixel was moving in world space. (1302392)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Added a slider to control the fallback value of the directional shadow when the cascade have no coverage.

  • Graphics: Added an additional check in the "check scene for ray tracing" (1314963)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Added an option to have double sided GI be controlled separately from material double-sided option.

  • Graphics: Added browsing of the documentation of Compositor Window

  • Graphics: Added class for drawing shadow cascades UnityEditor.Rendering.ShadowCascadeGUI.DrawShadowCascades.

  • Graphics: Added color and intensity customization for Decals.

  • Graphics: Added Editor window that allow showing an icon to browse the documentation

  • Graphics: Added light unit slider for automatic and automatic histrogram exposure limits.

  • Graphics: Added new AOV APIs for overriding the internal rendering format, and for outputing the world space position.

  • Graphics: Added new API in CachedShadowManager

  • Graphics: Added pivot point manipulation for Decals (inspector and edit mode).

  • Graphics: Added shader graph unit test for IsFrontFace node

  • Graphics: Added TargetMidGrayParameterDrawer

  • Graphics: Added the default quality settings to the HDRP asset for RTAO, RTR and RTGI (1304370)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Added: Added UV manipulation for Decals (edit mode).

  • Graphics: Added: Added View Bias for mesh decals.

  • Graphics: Added: API to allow OnDemand shadows to not render upon placement in the Cached Shadow Atlas.

  • Graphics: Added: Exposed update upon light movement for directional light shadows in UI.

  • Graphics: Added: New API functions with no side effects in DynamicResolutionHandler, to retrieve resolved drs scale and to apply DRS on a size.

  • Graphics: Added: New method DrawHeaders for VolumeComponentsEditors

  • Graphics: Added: Several utils functions to access SphericalHarmonicsL2 in a more verbose and intuitive fashion.

  • Graphics: Added: Unification of Material Editor Headers Scopes

  • Shadergraph: Added: Added ability to define custom vertex-to-fragment interpolators.

  • Shadergraph: Added: Stereo Eye Index, Instance ID, and Vertex ID nodes added to the shadergraph library.

  • Universal: Added: Added View Vector node to mimic old behavior of View Direction node in URP.

  • Universal: Added: Enabled deferred renderer in UI.

  • VFX Graph: Added: Added new setting in "Preferences -> Visual Effects" to control the fallback behavior of camera buffers from MainCamera node when the main camera is not rendered.

  • VFX Graph: Added: Added support for Texture2D Arrays in Flipbooks

  • VFX Graph: Added: Placement option (Vertex, Edge, Surface) in Sample Mesh & Skinned Mesh, allows triangle sampling.

  • VFX Graph: Added: Sample vertices of a transformed skinned mesh with Position (Skinned Mesh) and Sample Skinned Mesh operator.

Changes

  • Editor: In Index Manager, for includes/excludes, we now keep the last file pattern that was selected in the enum field when adding another item.

  • Graphics: Change Asset/Create/Shader/HD Render Pipeline/Custom FullScreen Pass to Asset/Create/Shader/HDRP Custom FullScreen Pass

  • Graphics: Change Asset/Create/Shader/HD Render Pipeline/Custom Renderers Pass to Asset/Create/Shader/HDRP Custom Renderers Pass

  • Graphics: Change Asset/Create/Shader/HD Render Pipeline/Decal Shader Graph to Asset/Create/Shader Graph/HDRP/Decal Shader Graph

  • Graphics: Change Asset/Create/Shader/HD Render Pipeline/Eye Shader Graph to Asset/Create/Shader Graph/HDRP/Eye Shader Graph

  • Graphics: Change Asset/Create/Shader/HD Render Pipeline/Eye Shader Graph to Asset/Create/Shader Graph/HDRP/Hair Shader Graph

  • Graphics: Change Asset/Create/Shader/HD Render Pipeline/Fabric Shader Graph to Asset/Create/Shader Graph/HDRP/Decal Fabric Shader Graph

  • Graphics: Change Asset/Create/Shader/HD Render Pipeline/Lit Shader Graph to Asset/Create/Shader Graph/HDRP/Lit

  • Graphics: Change Asset/Create/Shader/HD Render Pipeline/Post Process Pass to Asset/Create/Shader/HDRP Post Process

  • Graphics: Change Asset/Create/Shader/HD Render Pipeline/StackLit Shader Graph to Asset/Create/Shader Graph/HDRP/StackLit Shader GraphShader Graph

  • Graphics: Change Asset/Create/Shader/HD Render Pipeline/Unlit Shader Graph to Asset/Create/Shader Graph/HDRP/Unlit Shader Graph

  • Graphics: Change Assets/Create/Rendering/C# Custom Pass to Assets/Create/Rendering/HDRP C# Custom Pass

  • Graphics: Change Assets/Create/Rendering/C# Post Process Volume to Assets/Create/Rendering/HDRP C# Post Process Volume

  • Graphics: Change Assets/Create/Rendering/Diffusion Profile to Assets/Create/Rendering/HDRP Diffusion Profile

  • Graphics: Change Assets/Create/Rendering/High Definition Render Pipeline Asset to Assets/Create/Rendering/HDRP Asset

  • Graphics: Change labels about scroll direction and cloud type.

  • Graphics: Change some light unit slider value ranges to better reflect the lighting scenario.

  • Graphics: Change the tooltip for color shadows and semi-transparent shadows (1307704)

  • Graphics: Changed resolution (to match the render buffer) of the sky used for camera misses in Path Tracing. (1304114)

  • Graphics: Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality.

  • Graphics: Changed the convergence time of ssgi to 16 frames and the preset value

  • Graphics: Changed Window/Render Pipeline/Graphics Compositor to Window/Rendering/Graphics Compositor

  • Graphics: Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard

  • Graphics: Changed Window/Render Pipeline/Look Dev to Window/Analysis/Look Dev

  • Graphics: Changed Window/Render Pipeline/Render Graph Viewer to Window/Analysis/Render Graph Viewer

  • Graphics: Changed Window/Render Pipeline/Render Pipeline Debug to Window/Rendering/Render Pipeline Debugger

  • Graphics: Disabled specular occlusion for what we consider medium and larger scale ao > 1.25 with a 25cm falloff interval.

  • Graphics: Improved shadow cascade GUI drawing with pixel perfect, hover and focus functionalities.

  • Graphics: Improving the screen space global illumination.

  • Graphics: Move the Decal Gizmo Color initialization to preferences

  • Graphics: Moved Assets/Create/LookDev/Environment Library to Assets/Create/Rendering/Environment Library (Look Dev)

  • Graphics: Moved Edit/Render Pipeline/Generate Shader Includes to Edit/Rendering/Generate Shader Includes

  • Graphics: Moved Edit/Render Pipeline/HD Render Pipeline/Check Scene Content for Ray Tracing to Edit/Rendering/Check Scene Content for HDRP Ray Tracing

  • Graphics: Moved Edit/Render Pipeline/HD Render Pipeline/Export Sky to Image to Edit/Rendering/Export HDRP Sky to Image

  • Graphics: Moved Edit/Render Pipeline/HD Render Pipeline/Render Selected Camera to log Exr to Edit/Rendering/Render Selected HDRP Camera to log Exr

  • Graphics: Moved Edit/Render Pipeline/HD Render Pipeline/Upgrade from Builtin pipeline/Upgrade Project Materials to High Definition Materials to Edit/Rendering/Materials/Convert All Built-in Materials to HDRP"

  • Graphics: Moved Edit/Render Pipeline/HD Render Pipeline/Upgrade from Builtin pipeline/Upgrade Scene Terrains to High Definition Terrains to Edit/Rendering/Materials/Convert Scene Terrains to HDRP Terrains

  • Graphics: Moved Edit/Render Pipeline/HD Render Pipeline/Upgrade from Builtin pipeline/Upgrade Selected Materials to High Definition Materials to Edit/Rendering/Materials/Convert Selected Built-in Materials to HDRP

  • Graphics: Moving MaterialHeaderScopes to Core

  • Graphics: Now reflection probes cannot have SSAO, SSGI, SSR, ray tracing effects or volumetric reprojection.

  • Graphics: Removed backplate from rendering of lighting cubemap as it did not really work conceptually and caused artefacts.

  • Graphics: Removed the material pass probe volumes evaluation mode.

  • Graphics: The RTAO's history is now discarded if the occlusion caster was moving (1303418)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Tidy up of platform abstraction code for shader optimization.

  • Graphics: Unifying the history validation pass so that it is only done once for the whole frame and not per effect.

  • Graphics: Update postprocessing package to 3.1.0

  • Graphics: Updated the tooltip for the Decal Angle Fade property (requires to enable Decal Layers in both HDRP asset and Frame settings) (1308048)
    This has already been backported to older releases and will not be mentioned in final notes.

  • Graphics: Volume Gizmo Color setting is now under Colors->Scene->Volume Gizmo

  • Package: Updates FBX Exporter package to 4.0.0-pre.4:
    https://docs.unity3d.com/Packages/com.unity.formats.fbx@4.0/manual/index.html

  • Shadergraph: Adjusted and expanded Swizzle Node article as reviewed by docs editorial.(DOC-2695)

  • Shadergraph: Adjusted docs for SampleTexture2D, SampleTexture2DLOD, SampleTexture2DArray, SampleTexture3D, SampleCubemap, SampleReflectedCubemap, TexelSize, NormalFromTexture, ParallaxMapping, ParallaxOcclusionMapping, Triplanar, Sub Graphs, and Custom Function Nodes to reflect changes to texture wire data structures. (DOC-2568)

  • Shadergraph: Change Asset/Create/Shader/Blank Shader Graph to Asset/Create/Shader Graph/Blank Shader Graph

  • Shadergraph: Change Asset/Create/Shader/Sub Graph to Asset/Create/Shader Graph/Sub Graph

  • Shadergraph: Change Asset/Create/Shader/VFX Shader Graph to Asset/Create/Shader Graph/VFX Shader Graph

  • Universal: Added Depth and DepthNormals passes to particles shaders.

  • Universal: Change Asset/Create/Shader/Universal Render Pipeline/Lit Shader Graph to Asset/Create/Shader Graph/URP/Lit Shader Graph

  • Universal: Change Asset/Create/Shader/Universal Render Pipeline/Sprite Lit Shader Graph to Asset/Create/Shader Graph/URP/Sprite Lit Shader Graph

  • Universal: Change Asset/Create/Shader/Universal Render Pipeline/Sprite Unlit Shader Graph to Asset/Create/Shader Graph/URP/Sprite Unlit Shader Graph

  • Universal: Change Asset/Create/Shader/Universal Render Pipeline/Unlit Shader Graph to Asset/Create/Shader Graph/URP/Unlit Shader Graph

  • Universal: Deprecated GetShadowFade in Shadows.hlsl, use GetMainLightShadowFade or GetAdditionalLightShadowFade.

  • Universal: Improved shadow cascade GUI drawing with pixel perfect, hover and focus functionalities.

  • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/2D Renderer to Assets/Create/Rendering/URP 2D Renderer

  • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/Forward Renderer to Assets/Create/Rendering/URP Forward Renderer

  • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/Pipeline Asset (2D Renderer) to Assets/Create/Rendering/URP Asset (with 2D Renderer)

  • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/Pipeline Asset (Forward Renderer) to Assets/Create/Rendering/URP Asset (with Forward Renderer)

  • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/Post-process Data to Assets/Create/Rendering/URP Post-process Data

  • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/Renderer Feature to Assets/Create/Rendering/URP Renderer Feature

  • Universal: Move Assets/Create/Rendering/Universal Render Pipeline/XR System Data to Assets/Create/Rendering/URP XR System Data

  • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Project Materials to 2D Renderer Materials to Edit/Rendering/Materials/Convert All Built-in Materials to URP 2D Renderer

  • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Project Materials to URP Materials to Edit/Rendering/Materials/Convert All Built-in Materials to URP

  • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Project URP Parametric Lights to Freeform to Edit/Rendering/Lights/Convert Project URP Parametric Lights to Freeform

  • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Scene Materials to 2D Renderer Materials to Edit/Rendering/Materials/Convert All Built-in Scene Materials to URP 2D Renderer

  • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Scene URP Parametric Lights to Freeform to Edit/Rendering/Lights/Convert Scene URP Parametric Lights to Freeform

  • Universal: Moved Edit/Render Pipeline/Universal Render Pipeline/Upgrade Selected Materials to URP Materials to Edit/Rendering/Materials/Convert Selected Built-in Materials to URP

  • Universal: Optimized the Bokeh Depth of Field shader on mobile by using half precision floats.

  • Universal: Removing unused temporary depth buffers for Depth of Field and Panini Projection.

  • Universal: Shadow fade now uses border value for calculating shadow fade distance and fall off linearly.

  • Universal: The Forward Renderer asset is renamed to the Universal Renderer asset. The Universal Renderer asset contains the property Rendering Path that lets you select the Forward or the Deferred Rendering Path.

  • Universal: Using the same MaterialHeaderScope for material editor as HDRP is using

  • VFX Graph: Allow remaking an existing link.

  • VFX Graph: Changed Window/Visual Effects/Utilities/Point Cache Bake Tool to Window/VFX/Utilities/Point Cache Bake Tool

  • VFX Graph: Changed Window/Visual Effects/Visual Effect Graph to Window/VFX/VFX Graph

  • VFX Graph: Move Assets/Create/Visual Effects/Visual Effect Defaults to Assets/Create/VFX/VFX Defaults

  • VFX Graph: Move Assets/Create/Visual Effects/Visual Effect Graph to Assets/Create/VFX/VFX Graph

  • VFX Graph: Move Assets/Create/Visual Effects/Visual Effect Subgraph Block to Assets/Create/VFX/VFX Subgraph Block

  • VFX Graph: Move Assets/Create/Visual Effects/Visual Effect Subgraph Operator to Assets/Create/VFX/VFX Subgraph Operator

  • VFX Graph: Moved Edit/Visual Effects/Rebuild And Save All VFX Graphs to Edit/VFX/Rebuild And Save All Visual Effect Graphs

Improvements

  • Asset Import: Improve import speed for model files containing more than 1 mesh.

  • Asset Import: Improved FBX model importing speed.

  • Asset Import: Updated Sketchup SDK to version 2020.2.

  • Build Pipeline: macOS Standalone player builds will now use a new incremental build pipeline, which allows faster subsequent player builds by only rebuilding parts which have changed.

  • Editor: Added profiler markers around test setup, teardown, and execution.

  • Editor: Improved import times of SketchUp models (*.skp).

  • Editor: Improving UTF documentation (DSTR-120)

  • Editor: Reduce the per-test overhead of running tests in the editor.

  • Editor: Reduce time taken by filtering operations when only a subset of tests is run.

  • Editor: Reduced the time taken to rebuild the test tree and to scan for assets a test created but did not delete.

  • Editor: Sped up loading times for scenes with lots of GameObjects at the top level in the Hierarchy.

  • Graphics: Added two new functions in RayTracingAccelerationStructure - UpdateInstanceID and GetInstanceCount. The ray tracing instance ID can be accessed in HLSL code using InstanceID() intrinsic.

  • Graphics: Fix comments in shader examples from CommandBuffer.SetRayTracingShaderPass and RayTracingShader.SetShaderPass that point to incorrect functions.

  • Graphics: Removed redundant calls when setting shader program parameters.

  • Package Manager: Fixed an issue where using a Git URL with a revision and a package path in the wrong order would still clone the repository, introducing unnecessary delays before failing with an error.

  • Package Manager: Improved logging by adding logs for cache misses and tarball download steps.

  • Package Manager: Improved the error message when a Git dependency cannot be resolved because the path querystring and revision fragment are in the wrong order.

  • Package Manager: Optimized Git package download times for repositories using submodules (with Git 2.28.0 or higher installed only).

  • Scripting: CompiliationPipeline.GetAssemblies will now correctly include Roslyn analyzers in ScriptCompilerOptions

  • Scripting: Improved runtime performance of many UnityEngine math scripting APIs when using the IL2CPP scripting back-end: Color, Color32, Math, Matrix4x4, Quaternion, Vector2, Vector2Int, Vector3, Vector3Int, Vector4

  • Terrain: Terrain brushes that sample empty regions at the edge of a terrain now sampler the nearest terrain's edge. This corrects brush preview off the edge of a terrain, and corrects the bug of melting terrain edges for the following brushes: Smooth Height, Contrast, Sharpen Peaks, Slope Flatten, Hydrolic, Thermal, Wind, Pinch, Smudge and Twist.

チェンジセット: 5be3997fdbde