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v.2.5.4

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@Pjbomb2 Pjbomb2 released this 15 Dec 23:50
· 221 commits to main since this release
51a48f6

ENTIRELY Rewrote Radiance Cache
ENTIRELY Rewrote ReSTIR GI
Meshes no longer need to be read/writeable to be loaded in play mode, however the method used to load these meshes consumes a lot more RAM
URP is now functionally viable

Added texture fallback system, so you can plug in multiple textures to one material slot, and itll use the first one that exists
Added toggle for the double buffered SG Tree
Added prototype thing for truetrace to pull from the original shaders texture scale/offset
Added debug view for depth
Added simple non-realtime multiscatter fog
Added support for Instancing using Hardware RT(Requires unity 6000.1.0a4f
Added basic imposter prototype to the instances
Added prototype version of direct scene rendering for HDRP and URP
Added a thing that will hopefully prevent the globaldefines file breaking itself on new TT import
Added small script thatll allow you to render truetrace to rendertexture
Added small script for taking screenshots every X seconds("TTTimeScreenShotter")
Added maximum sample count before going idle
Added better handling of camera resizing/screen resolution changing, courtesy of UnityDev
Added an experiemental high performance mode, turn on PartialRenderingFactor to 2

Scroll wheel can now be used to change the DoF aperature size

Changed direct sky illumination to add to indirect so it is handled much better by ASVGF(low frequency signal)
Increased terrain stability through a better binary search
AlbedoBlendFactor material now defaults to 0, not 1
Updating RayTracingLights now resets accumulation

Small fix for SGTree refitting
Fixed BVH refitter
Fixed annoyance with the preset system where it would lag
Fixed small bug with hardware RT shadows not getting glass color when terrain exists in the scene
Fixed bug with unity URP breaking my postprocessing
Fixed upscaling bug with sky for HDRP and URP
Fixed upscaling bug with HDRP for its depth buffer with ASVGF
Fixed materials on instances getting screwy with more than 1 source
Fixed issue with materials not being loaded properly in HDRP
Fixed ASVGF in HDRP with custom render scales being wrong
Small fix to gaussian tree for naive light sampling
Small modification to secondary world position reconstruction for more precision
Small fix to RIS sampling for unity lights when there are area lights present
Fixed an issue with HDRP where resizing the screen would skew the image
Fixed an issue with hdrp where toggling off/on the custom pass component would break some of the buffers
Fixed ASVGF depth sampling in HDRP
Fixed DX11 Only Mode

Updated readme with sources for vMF diffuse and EON diffuse models
Updated the README with the URP instructions
URP injector now gets automatically added

Freed up about 400mb of VRAM at 1080p from removing buffers
Massively reduced per-frame GC allocations
Starting to move over to Adjoint matrices
Most minor of optimizations to CWBVH traversal(nothing noticeable)