Releases: lilxyzw/lilToon
Releases · lilxyzw/lilToon
lilToon 1.3.5
06 Sep 12:16
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Changelog
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
29 Jul 20:02
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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
27 Jul 12:32
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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
20 Jul 10:20
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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
lilToon 1.3.1
27 Jun 15:59
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Added
Option to not optimize during VRChat avatar test build
Fixed
Fixed a problem that drawing cannot be done correctly when the texture import setting is Clamp in the main color 2nd and 3rd.
Fixed an issue where the maximum number of textures was exceeded when using OpenGLES2, OpenGLES3, and OpenGLCore for the API on the editor.
lilToon 1.3.0
25 Jun 11:08
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In this version, all render pipeline packages have been integrated.
Changelog
Added
Receive Shadow to 2nd / 3rd shadows
Flat to shadow mask type
Z Bias, Highlight, Remove 0 width vertices and Disable in VR to outline
Shadow Caster Bias to rendering settings
Fur mesh division type
GSAA and Blending Mode to reflection
LOD to strength / blur / AO mask of shadows
Main Color Power to backlight, MatCaps, rim light, emissions
Mask for shape and Randomize for particle size to glitter
The function to fill the backface with a single color
Metal MatCap and preset
Circular tangent map
Shape textures for glitter
Avoid errors when overwriting with an older version
Extension of custom shader function
URP and HDRP compatible 2 pass fur shader
Changed
Improved alpha mask GUI
Changed the Fix width by distance of the outline to be adjustable steplessly
Adjusted the initial value of Light Direction Override
Changed to set shader settings automatically
Split Contrast into Density and Sensitivity
Changed POM to parameter
Expanded preset
Changed to save Setup from FBX presets in shader settings
Changed to preserve Light Direction Override property in Fix lighting
Retune fur preset
Improved lighting with Spot Light and Point Light in URP
Fixed
Fixed an issue where fog wasn't working well in URP
Fixed baking process when using other than PNG / JPG format for texture
Added [MainTexture] to the _MainTex property
Fixed an issue where Light Direction Override was affecting ShadeSH9 calculations
Fixed an issue where lilToonMulti shader variants were being reduced too much at build
Fixed outline mask not working well in lilToonLite
Removed
lilToon 1.2.12
30 Mar 17:03
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Fixed
Fixed an issue where custom shaders would give an error in Unity 2019.4.10f1 and earlier
Fixed an issue where the ForwardAdd path did not work well in custom shaders
lilToon 1.2.11
28 Mar 12:38
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Added
Ignore border properties property for AO Map (blend AO Map after toon processing)
Post Contrast property for glitter
UV Mode property for main color 2nd / 3rd
An option to determine the normal direction using vertex color for outline
New format for custom shaders
Changed
Migrated the contents of developer documentation to online
Removed template for legacy custom shaders
Fixed
Fixed shadows not being applied in the ForwardAdd pass of lilToonMulti
Fixed the Normal Map Strength of rim light and MatCap not working well in gem
Fixed the appearance of fur in ForwardAdd
Fixed Z-fighting for 2 pass fur
Fixed an issue where polygons might disappear at the edge of the field of view in the tessellation shader
Fixed behavior in VR (URP / HDRP)
Changed the method ofRemove unused properties to via SerializedObject
lilToon 1.2.10
06 Mar 08:20
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Added
Added an editor (Window/_lil/[Beta] lilToon Multi-Editor) that allows editing multiple shader variants at the same time
Changed
Disable the Distance Clipping Canceller when the near clip value is large
Replace UnpackNormalScale() to lilUnpackNormalScale()
Changed to correct the SH light direction
Fixed
Fixed an issue where the normal map scale was not applied in the fur shader
Fixed the multi-editing of some properties
Fixed an issue where RenderQueue changed in lilToonMulti would revert back when restarting UnityEditor
Fixed an issue where Custom Safety Fallback settings were not copied in Remove Unused Properties
lilToon 1.2.9
04 Feb 09:15
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Added
Added cubemap fallback / override
Added preset button to MatCap UV settings
Changed
Moved shader settings to tab
Fixed
Fixed an issue where Fix lighting wasn't showing up in the right-click menu
Fixed refraction shader getting too bright in ForwardAdd