Releases: hecomi/uRaymarching
Releases · hecomi/uRaymarching
v2.3.0 has been released
v2.2.0 Released
Update
- Support UPM - You can use uRaymarching by registering the following URLs to Package Manager.
https://github.com/hecomi/uShaderTemplate.git#upm
https://github.com/hecomi/uRaymarching.git#upm
v2.1.1 Released
Bug Fix
- fix shadow pass in VR
Details
I found a shdaow problem in VR when I tried to publish my first world* to VRChat.
The shadow in the right eye looked strange. This was caused because _WorldSpaceCameraPos
indicated the position in the left eye. So to solve the problem, I've used UNITY_MATRIX_I_V._m03_m13_m23
instead of the built-in variable.
* The demo: https://twitter.com/i/status/1287778228296282116
* The link to the VRChat world: https://www.vrchat.com/home/launch?worldId=wrld_0572ac92-5a4b-403c-803b-aa88d3852f20
v2.1.0 Released
v2.0.1 Released
v2.0.0 Released
Update
- Support UniversalRP 🎉.
Details
Add two templates for UniversalRP:
- uRaymarching/UniversalRP/Lit
- Same lighting as built-in lit shader (Universal Render Pipeline/Lit)
- uRaymarching/UniversalRP/Unlit
- Same lighting as built-in unlit shader (Universal Render Pipeline/Unlit)
Lit
Unlit
Please see the document page for futher details:
v1.0.3 Released
Bug Fix
- Fix
Follow Object Scale
related bug #18
v1.0.2 Released
Bug Fix
- fix bug #17
v1.0.1 Released
Bug Fix
- Support Unity 5.6.x
- Fix bug in Mac
- Fix other small bugs.
uRaymarching v1.0.0 Released! 🎉
Updates
- Forward Rendering ✨ (Standard / Standard Transparent / Unlit / Unlit Transparent)
- VR ready 👓 (please see Known Issues for more details)
- Remove
RaymarchingObject
and now only material is needed to do object-space raymarching. RaymarchingRenderer
doesn't useOnWillRenderObject
anymore and automatically registersCommandBuffers
to all cameras.