MicroSplat

  Asset, Unity3D

 

Creator : Jason Booth

Version : – – Version: 3.9.7 – – Dec 14, 2021 – –

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Description :

MicroSplat 3.9.7

– Streams now tintable

– Fix to procedural texturing sample stripping on windows

– Fix to trax tessellation displacement when using only snow tracks

– Documentation buttons readded to every module

MicroSplat 3.9.6

– Emssive multiplier is now unbounded for HDRP, which needs much higher values

– Fix to Mesh Workflow’s vertex mesh syncing

– Fix to wind slope filter to prevent denormalization issue with vector

– Fix warning about render textures in Trax

MicroSplat 3.9.4

– Fix to compile error in stochastic per texture property

– Use of Object.GetHashCode updated to reflect changes unity is making in 2021.2

– Enforce that the propData object assigned to the terrain is the same as the one the material will find. This means you cannot have separate prop data objects for 2 terrains sharing the same material, but it’s less likely to cause issues when people don’t read the docs and start renaming stuff left and right.

– When changing the shrink source textures option back to unchanged, textures are resized back to normal

MicroSplat 3.9.3

– Fix to rare texcoord2 issue in standard pipeline

– Updates required for HDRP/URP 12.x modules

MicroSplat 3.9.2

– Fix to per texture properties blending between textures introduced by sampler sharing

MicroSplat 3.9.1

– Fix to texture cluster modules compile error in cluster3 mode

– Fix to terrains getting a max texture count of 24 when they should be 16 on conversion

MicroSplat 3.9.0

– Massive refactoring of internal use of texture samplers. A total of 20 samplers were removed from the system, and I don’t think it’s possible to exceed the hardware sampler limit (16) anymore. Unfortunately this required bumping the major version, since it affects almost every module.

– (internal cleanup) Removed surface shader legacy cruft, mostly using modern declarations and sampling conventions now.

– Fixed a few places where textures were being wrapped instead of clamped, causing potential seems between terrains

– Texture Selection Displays now shows overriden layer name when layer is overridden in Texture Array Config

MicroSplat 3.8.14

– Added “TerrainCompatible” tag to shaders so Unity 2021 doesn’t put warnings in the terrain editor

– When using the slope filter in terrain blending, the normal from the terrain is only taken into account on the blend area, not on the tops of objects which are just recieving terrain texturing

– Flip Mesh Workflow normals to match unity standard orientation

– Force array to have 1 texture in it if no textures are provided on conversion

– Trax now filters downward facing surfaces from the effect

– Cleanup to some trax code in HDRP

– HDRP GI emission flag added

– Fix to per texture rotation of UVs in tessellation stages

MicroSplat 3.8.13

– Fix to distant resampled triplanar normals

– Snow amount would get modified by the angle filter, causing the snow to fully appear much too early (around 0.2 in the demo scene). This now always spans the full range from 0-1.

– Better integration of snow with tessellation. Displacement starts a bit later to give time for snow to visually appear before build up. Displacement now fills in the low areas first, then eventually flattens the terrain when enough snow has built up.

– Fix to per texture noise normal strength for noise normals 2 and 3

– Fix to compressor to make sure compression is applied in build on newer unity versions

– Remove per-pixel normal setting on digger shaders

MicroSplat 3.8.12

– Fix to per-texture controls for second/third noise normal in anti-tiling module

– Fix to triplanar when using blend surface normals and tessellation

– Fix to microsplat compressor file format not being linear

MicroSplat 3.8.11

– Fix to triplanar normals- got a little too aggressive with an optimization and it caused some bad lighting on steep slopes.

MicroSplat 3.8.10

– Option to triplanar map snow

– Optimization to triplanar calculations

– Fix to mesh workflow not compiling in builds

– Prevent Rim light power of 0 causing nans

MicroSplat 3.8.7

– Added quality options to texture formats for ATSC in 4×4, 6×6, or 8×8 formats, and BC7 on PC when set to high quality

– Added override option for BC7 texture format

– Flipped triplanar and world UVs to match default UV direction

– Fixed tangent issue in mesh workflow

– Fixed timeout issue in render pipeline detection

– Removed vertexID as it was causing issues on some android devices

MicroSplat 3.6.6

– Fix to using lightmap UVs in Mesh Module

– Fix to tessellation offset

MicroSplat 3.8.5

– Fix to bug in world height when baking procedural texturing back to splat maps

MicroSplat 3.8.4

– Significant optimization to vertex size and interpolator usage for terrain shaders, which helps vertex throughput on low end devices and when using tessellation. Please update tessellation, SRP adapters, and low poly modules if you are using them.

MicroSplat 3.8.3

– Simple Lit option for URP

– Ability to set minimum dieletric to 0 in BIRP

– Fix to weight limiting code when working with over 16 textures

– Better Cleanup for Trax

MicroSplat 3.8.2

– Set asmdef’s to AutoReference by default

MicroSplat 3.8.1

– Please see release notes for 3.8.0 below!

– Fix to substance dll not being referenced in core’s asmdef

– Fix to compile error in terrain painter on newest patch releases of Unity 2020

– Fix to terrain collection, which for some reason had a corrupted version of the Texture Clusters module

MicroSplat 3.8.0

PLEASE DELETE THE CURRENT VERSION OF MICROSPLAT BEFORE INSTALLING

– MicroSplat now delivered as a Package instead of as an asset. This means that it can be found in your Packages folder.

– Examples are no longer imported as part of the module. Instead, you can install them by selecting the module in the Package Manager and unpacking the sample you want to try.

– MicroSplat now uses assembly definition files. If your code uses assembly definitions, you will have to create appropriate references to MicroSplat. Note that all modules use assembly references to inject themselves into the main MicroSplat assembly definitions, so you do not have to account for module usage.

– Note that due to the new assembly definition files, some 3rd party assets will need to be updated to work with MicroSplat again. If you are using lots of third party integrations, you may want to wait to update until they have been updated as well.

– The minimum Unity version for new MicroSplat development is now 2019.4, previous versions are still available for 2017+.

– The Ultimate Bundle can now be downloaded as a single download instead of as separate modules!

MicroSplat 3.794

– Render Baking now working in Standard and URP

– Unlit option for the shader in debug modes

MicroSplat 3.793

– Reverting last change, as while this works around unity bug 1323870 in some cases, it causes the materials to lose references to texture arrays in other cases.

MicroSplat 3.792

– Work around to using bug 1323870 in 2020.3LTS

MicroSplat 3.791

– Fix to fogcoord bug in standard pipeline

– Fix to compile error with object shader in HDRP

– Regenerate all shaders script would sometimes try to regenerate a built in shader, now checks for that.

– Trax no longer requires MicroSplat to be installed, so it can be used with the Better Lit shader or any shader created with Better Shaders, which now has a trax stackable.

MicroSplat 3.79

– Fix to tangent basis that could cause flipped normals in some cases

– Fix to encoding of textures 16-23 in Vertex based workflows (digger, vertex workflow)

– Trax manager no longer manually renders the camera. This makes it much faster in HDRP

MicroSplat 3.78

– New “Hybrid Height Linear” blend mode. Uses a height map based blend up close, and a linear blend far away. This allows for soft color blends in the distance where they look best, and tight height map blends up close where they look best. See core docs for more details.

MicroSplat 3.76

– Fix to motion vector pass compile error in HDRP2020

– Optimized v2f interpolator usage for digger/vertex workflows (2 less interpolators!)

– Fix to sync issue with Terrain Blending in 2020 versions of Unity

MicroSplat 3.75

– Parallax Occlusion Mapping option added to tessellation module

– Fix to Parallax Mapping

MicroSplat 3.74

– Changes for 2020LTS render adapters

MicroSplat 3.734

– Fix to tangent space view dir in HDRP

MicroSplat 3.733

– Fixes to distance calculations in HDRP

– Fix to _Control0 sampler stripping issue on windows

MicroSplat 3.731

– Fix to tessellation with terrains not at 0 in standard pipeline

MicroSplat 3.73

– Fix to terrain blending under HDRP

– Fix to wind under URP

– Fix to tessellation and procedural texturing

MicroSplat 3.72

– Fix to tessellation and draw instanced in HDRP, please update HDRP, tessellation, and core modules.

MicroSplat 3.71

– Added Per Texture property to create tint outlines around texture borders, very useful for non-photorealistic looks. Border thickness is controlled by the interpolation contrast.

– Added Low Poly option that uses actual geometry instead of flattening normal maps.

– FIX: Snow correctly works with Terrain Blending again

– FIX: namespace issue with Scriptable Asset Importer

– FIX: lambert lighting model was using occlusion for smoothness

MicroSplat 3.702

– Fix to digger shader not unpacking textures correctly

MicroSplat 3.701

– Fix to compile error ‘s0’ in vertex/digger workflows

MicroSplat 3.7

The entire system has been rewritten to run off the Better Shaders framework. This is a pretty massive change that fixes many slight differences and bugs between the various render pipelines, making it much easier to fix issues across all the pipelines at once.

Note that Unity’s Package Manager is completely broken in most versions of Unity, will show that it has the latest version, but instead install older versions. To fix this, please delete the asset store cache before downloading any assets, otherwise you will most likely not get the latest version.