Releases: lilxyzw/lilToon
Releases · lilxyzw/lilToon
lilToon 1.5.1
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Fixed
- Avoid crashes in certain Unity versions
- Support for material variants
- Reduced the frequency of material migration
lilToon 1.5.0
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Added
- Enabled to see property name with alt key
- Mode that treats IDMask as bitmap and Dissolve support
LILTOON_DISABLE_OPTIMIZATION
symbol that allows you to force disable optimization
Assets/lilToon/[Material] Run migration
Changed
- Temporary files are no longer generated under the Temp folder
Fixed
- Wrong label in transparent mode
- MotionVector not being output correctly in URP
- Avoid Unity removing too many UV channels
- Problems when editing multiple materials
- Baking color correction does not work correctly
Removed
- Optimization by
IPreprocessShaders
lilToon 1.4.1
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Fixed
Fix Lighting
does not work properly when bones are missing
- Some properties cannot be saved in presets
- Duplicate TEXCOORD in custom shaders
- Tessellation does not work properly when changing scale
- Enable stencil in
DepthOnly
, DepthNormals
and MotionVectors
for URP
lilToon 1.4.0
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Added
- Mask by vertex id
- Dither
- Alpha replacement for main color 2nd/3rd
- Property search
- UV settings to AudioLink mask
- Rim light for distance fade
Fixed
- Fixed lilToonMulti convert
- Fixed editor error in lilToonLite
- Fixed scan when animations and materials are sub-assets
- Changed to detect VRCSDK3 using Version Defines
- Fixed locking settings when using UPM
- Fixed save directory for presets when imported with UPM
- Fixed emission not working properly
- Fixed UV not being clamped when texture is not set for main color 2nd/3rd
- Fixed unable to get the correct version of SLZURP
- Worked around an issue that conflicted with URP's variant reduction feature
- Fixed possible shader error when setting alpha mask to replace mode
- Fixed script error in Unity 2018
- Fixed bounds becoming too large with
Fix Lighting
- Fixed
_Color
to be clamped in MToon conversion
- Fixed incorrect depth output when
Disable in VR
is on
Changed
- Moved csc.rsp to the same directory as asmdef
lilToon 1.3.7
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Added
- Support for
VRChat Package Manager
Blending Mode
to rim light and emission
- Support for
SLZURP
Anti-aliasing shading
property
Fixed
- Fixed error in fakeshadow
- Fixed AO in cutout fur
- Fixed refraction blur strength depending on FOV
- Fixed value after optimization
- Fixed an error in Forward+ of URP 14.0.4
lilToon 1.3.6
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Fixed
- Fixed shader property stringification bug
- Fixed UV for reflection shader
- Fixed missing localization
lilToon 1.3.5
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Added
- LightMode override
Tiling & Offset
and Blend Mode (Add / Subtract)
for alpha mask
LUT
for shadow color
- Support for
Forward+
(URP)
- Added option to reflect light emission in lightbake
- Lock for
Shader Setting
- Bug report generator (
GameObject/lilToon/[Debug] Generate bug report
)
Fixed
- Fixed error in VRChat World SDK
- Fixed
Vertex Light Strength
being ignored
- Fixed custom shaders not being scanned during optimization
- Fixed light layers in URP
- Fixed UV calculation when resolution is changed with
ScalableBufferManager.ResizeBuffers()
lilToon 1.3.4
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Added
- Warning when using variants with GrabPass or geometry shader in project for cluster
- ChilloutVR avatar build optimization
Fixed
- Fixed an issue that could cause script errors
- Fixed color value after optimization
- Fixed ForwardAdd lighting
- Fixed an issue where additional lights would not work after build on URP
lilToon 1.3.3
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Added
Fixed
- Fixed that the main color 2nd and 3rd dissolve may not work properly after optimization
- Fixed an issue where shaders might not work well after optimization under some conditions
- Fixed ambient lighting in URP
- Fixed an issue with mixed line feed codes on Mac
- Fixed an error in lilToonMulti
- Fixed shader rewriting at startup not working properly in OpenGL
lilToon 1.3.2
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Added
UV Mode
for normal map 2nd
Cull Mode
for main color 2nd / 3rd
Receive Shadow
to outline highlight
- Extended 2 pass transparent shader
- Function to make variables constant in VRChat avatar builds
- Dialog if old package is imported
Changed
- Changed the sampler of the normal map 2nd to
Repeat
- Changed to move the calculation of point light, spot light and area light to the pixel shader in HDRP and also calculate the light direction
- Adjusted GUI a little
- Optimized build time
- Formatted
lilToonSetting.json
- Changed to use ForwardAdd pass in 2 pass transparent shader
- Unified file names for texture baking
Fixed
- Fixed a error in gem shader's GUI
- Fixed to use RGB channel in matcap 2nd mask
- Fixed toolchips
- Fixed the material not being fixed in
Fix Lighting
- Fixed dissolve sometimes being removed during shader optimization