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@@ -15,13 +15,16 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- fix: clamped `Sheen Roughness` to 0..1 range in PBRGraph shader
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- fix: `RoughRefractionFeature` now supports Unity 6 and new Render Graph API
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- fix: set volume and transmission materials to `AlphaMode.BLEND` on VisionOS to ensure proper rendering
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- fix: update render pipeline-related methods for Unity 6000.0+
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- change: mark package as compatible with Unity 2021.3+. Legacy support for 2020 and earlier will be removed in future updates.
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- change: renamed `GLTFComponent` setting `AppendStreamingAssets` to `LoadFromStreamingAssetsFolder`
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- add: MaterialX branches to `UnityGLTF/PBRGraph` shader with conditional compilation for VisionOS
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- add: `MaterialXColor` and `MaterialXFloat` shadersubgraphs for platform-specific material settings
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- add: new runtime texture compression option (`None`, `LowQuality`, `HighQuality`) to improve runtime memory usage
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- add: exposed import settings to keep CPU copy of mesh/textures to `GLTFComponent`
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- add: include UnityGLTF package version, Unity version and current render pipeline in `assets.extras` on export
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- add: better code snippets for the readme
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- add: export plugin hook for `ShouldNodeExport` (https://github.com/KhronosGroup/UnityGLTF/pull/767)
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- add: [`KHR_node_visibility`](https://github.com/KhronosGroup/glTF/pull/2410) import and export support, currently disabled by default. Enable in `UnityGLTFSettings`. This is a preparative step for `KHR_interactivity`, which will be added in a later release. Please note that this extension is not yet ratified and implementation details may change.
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- add: schema and serialization support for [`KHR_node_hoverability`](https://github.com/KhronosGroup/glTF/pull/2426) and [`KHR_node_selectability`](https://github.com/KhronosGroup/glTF/pull/2422). Please note that these extensions are not yet ratified and implementation details may change.
## Unity Version and Render Pipeline Compatibility
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Please use Long-Term Support versions of Unity (2021.3+, 2022.3+, 2023.3+).
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Please use Long-Term Support versions of Unity (2021.3+, 2022.3+, 6000.0+).
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**Recommended:**
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- Unity 2021.3+, Unity 2022.3+, Unity 2023.3+
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- Unity 2021.3+, Unity 2022.3+, Unity 6+
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- Linear colorspace
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- Universal Render Pipeline (URP) and Built-In Render Pipeline (BiRP)
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**Tested:**
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- Unity 2021.3+
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- Linear colorspace
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- Universal Render Pipeline (URP) and Built-In Render Pipeline (BiRP)
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**HDRP**:
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- Currently limited functionality.
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**Legacy:**
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- When using Unity 2020.3, please use an older version of UnityGLTF, like 2.9.1-rc and before.
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**HDRP**:
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- Currently limited functionality.
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> **Note:** Issues on non-LTS Unity versions (not on 2021.3, 2022.3, 2023.3...) will most likely not be addressed. Please use LTS (Long-Term Support) versions where possible.
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> **Note:** Issues on non-LTS Unity versions (not on 2021.3, 2022.3, 6000.0...) will most likely not be addressed. Please use LTS (Long-Term Support) versions where possible.
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## UnityGLTF and glTFast
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### Import and Export
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-Animations
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-Animation and Animator with multiple clips
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- Skinned Mesh Renderers
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- Blend Shapes
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- Sparse accessors for Blend Shapes
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- Linear and Gamma colorspace support (Gamma won't be maintained anymore)
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- Vertex Colors
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- Cameras (perspective, orthographic)
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- URP and Built-In Render Pipeline [Learn More](#material-and-shader-export-compatibility)
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- KHR_lights_punctual (point, spot, and directional lights)
-[KHR_materials_ior](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_ior/README.md) (for transmission and volume)
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-[KHR_materials_emissive_strength](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_emissive_strength/README.md) (emissive values greater than 1)
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-[KHR_materials_iridescence](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_iridescence/README.md) (thin-film interference, like oil on water)
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-[KHR_materials_clearcoat](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_clearcoat/README.md) (secondary specular layer, like a coat of varnish)
-[KHR_materials_dispersion](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_dispersion/README.md) (refractive index dispersion)
- Timeline recorder track for exporting animations in the editor and at runtime
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- Lossless keyframe optimization on export
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- All 2D textures can be exported, RenderTextures included – they're baked at export.
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- Optional plugin: Bake TMPro 3D objects to meshes on export
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- Optional plugin: Bake Particle Systems to meshes on export
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- Optional plugin: Bake Canvas to meshes on export
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- Included plugin sample: KHR_audio
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- Included plugin sample: [KHR_audio_emitter](https://github.com/KhronosGroup/glTF/pull/2137)
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## glTF Materials
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To leverage the extended material model of glTF in Unity, use the `UnityGLTF/PBRGraph` material.
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It allows the use of various glTF material extensions for import, export, and inside Unity.
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This includes features that URP is missing, such as transmission, volume, and per-texture UV control.
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The glTF shading model is physically based and supports many different types of surfaces. To use this extended material model of glTF in Unity, use the `UnityGLTF/PBRGraph` material.
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It allows the use of various glTF material extensions for import, export, and inside Unity. The shader includes a number of features that URP is missing, such as transmission and rough refraction, sheen and clearcoat, and per-texture UV control. For unlit materials, use `UnityGLTF/UnlitGraph`.
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### Material Conversions
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After the conversion script has been created, you can edit it to correctly map from the source shader's properties to PBRGraph properties.
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When you switch such a shader to PBRGraph the next time, your conversion script will run and automatically translate the materials in the specified way.
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> **Note:** Currently, conversion scripts aren't used automatically on glTF export. Convert materials at edit time for best results.
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> **Note:** Currently, custom conversion scripts aren't used automatically on glTF export. For best results, convert materials in the Editor.
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### Material and Shader Export Compatibility
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If you want to design for glTF export, it's recommended to use Unity 2021.3+ with URP and the **UnityGLTF/PBRGraph** material. It comes with support for modern material extensions like refraction and iridescence, and allows for perfect roundtrips. Great for building glTF pipelines in and out of Unity.
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If you want to design for glTF export, it's recommended to use Unity 2021.3+ with URP and the **UnityGLTF/PBRGraph** material. It comes with support for modern material extensions like refraction and iridescence, and allows for perfect roundtrips. This material works great for building glTF pipelines in and out of Unity.
| URP on 2020.3+<br/>Built-In on 2021.3+ |**UnityGLTF/PBRGraph** <br/>☝️ *Use this if you're not sure*| Perfect roundtrip, Material Extensions | UnityGLTF |
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### Legacy Animation Component
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> **Note**: Animation Component export only works in the Editor. For runtime export, use the GLTFRecorder capabilities.
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> **Note**: Animation Component export only works in the Editor since Unity does not provide the required runtime access. For runtime export, use the `GLTFRecorder` capabilities.
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Animation components and their legacy clips can also be exported.
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## Contributing
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> **Note**: As of 20240129 the default branch of this repository has been renamed from `master` to `main`.
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UnityGLTF is an open-source project. Well-tested PRs are welcome.
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It is currently maintained by
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UnityGLTF is currently maintained by
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-[prefrontal cortex](https://prefrontalcortex.de), member of the Khronos Group and
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-[Needle](https://needle.tools), member of the Metaverse Standards Forum.
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> **Note**: As of 20240129, the default branch of this repository has been renamed from `master` to `main`.
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