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Releases: atteneder/glTFast

glTFast 2.5.0

14 Dec 12:49
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Added

  • Ported partial support for transmission materials to URP/HDRP 7.x
  • Improved/alternative transmission mode for Universal Render Pipeline that kicks in if Opaque Texture is enabled in URP settings

glTFast 2.4.0

10 Dec 13:01
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Added

Changed

  • Performance improvement: Avoid redundant Shader.Find invocations by making cached shader references static
  • Built-In shaders can customized now by overriding BuiltInMaterialGenerator.FindShader* methods

Fixed

  • Unlit double sided shader graph materials

Note: The next major release (3.0.0) will raise the minimum required Unity version to 2020.2 and subsequently up to 2020.4 LTS. This is necessary to support new material features in Universal and High Definition Render Pipelines.

glTFast 2.3.0

04 Dec 22:59
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Added

  • Support for Shader Graph based Render Pipelines including Universal Render Pipeline (URP) and High Definition Render Pipeline (HDRP) (#41,#42)
  • Material inspector: texture rotation value (in degrees) for both built-in and Shader Graph materials
  • GltfAsset now provides a streamingAssets option (default is off), for loading relative paths from the StreamingAssets folder
  • GameObjectBoundsInstantiator, a derived version of GameObjectInstantiator that calculates the glTF's axis-aligned bounding box
  • GltfBoundsAsset, a derived version of GltfAsset that adds a BoxCollider to instantiations
  • Render Tests: Minimize chance of visual regression by checking import results against reference images

Changed

  • Texture transform UV rotation: Using standard _ST property (Scale-Translation) by default. When rotation is enabled, scale values act as m00/m11 values of 2-by-2 rotation/scale matrix and are supplemented by two rotation values (for m01/m10).
  • Textures that fail to load don't cause the whole loading process to fail (thanks @Bersaelor for #117)
  • Unit Tests: Sample model list is now part of GltfSampleSet objects and not loaded from text file anymore

Fixed

  • Removed shader compiler warnings for built-in shaders
  • Removed compiler warnings in Unity 2020.1/2020.2
  • Changes to materials (in custom shader GUI) are saved now
  • Invalid matrix error. ValidTRS reports error in matrix data that does look correct (fixes #116)
  • Removed potential memory leak warnings by allocating all buffers permanently (#115)

glTFast 2.2.0

20 Nov 11:52
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Added

  • Blend mode can be set in inspector for glTF materials via custom ShaderGUI (thanks @camnewnham for #89)
  • Option to make all mesh data readable via GLTFAST_KEEP_MESH_DATA scripting define (alternative to #86)
  • Better support for URLs without file extension. glTF type (JSON or binary) is derived from HTTP Content-Type header, if present. (thanks @camnewnham for #87)
  • Method GltFast.LoadGltfBinary to load .glb files from byte arrays is public now (#81)

Changed

  • Switched internal URL type from string to Uri
  • Dependency on com.unity.mathematics was added (for matrix decomposition; see fix below)

Fixed

  • Unit tests updated to latest glTF-Sample-Models
  • Absolute URI in external resources
  • Special characters in URL (#79)
  • Corner-case matrix decomposition errors (#99)
  • Missing Shader results in error message instead of exception (#88)

glTFast 2.1.0

25 Oct 03:40
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Changed

  • Updated KTX/Basis Texture Unity Package to 0.8.x
  • The KTX specification changed (from ~draft20 to pr-draft2), thus older KTX files cannot be loaded anymore.

Added

  • Support for KTX specification 2.0 pr-draft2 (fixes #16)
  • Support for Basis Universal UASTC supercompression mode (higher quality)

glTFast 1.3.0

24 Oct 00:49
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Note: This is the 1.x legacy version. For Unity 2019.3 or newer use the improved 2.x releases!

Changed

  • Updated KtxUnity to 0.8.0

glTFast 2.0.0

05 Sep 20:28
a83c230
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This release is a major refactor that makes glTFast future proof by building upon Unity's new Mesh API.

Some glTF files see major performance improvements with this update while I haven't noticed any considerable regression.

Thanks to Embibe for sponsoring the development of skin support! ❤️

Added

  • Support for skins
  • Instantiation can now be customized via injection

Changed

  • Complete refactor to allow more optimization by using Unity's new Mesh API (introduced in 2019.1)
  • Required Unity version was raised to 2019.1 or newer

glTFast 1.2.0

05 Sep 20:00
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Added

  • Material generator (IMaterialGenerator) is now properly exposed and can be injected ( thanks @p-skakun for #80 )

Changed

  • Reduced memory usage by uploading mesh data instantly and make it no longer readable

glTFast 1.1.1

28 May 19:57
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Fixed

  • Unlit shader now works with vertex colors

Release 1.1.0

25 May 15:22
f65d8a8
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Added

  • GltFast.LoadingDone state property indicates if loading routine has finished
  • GltfAssetBase, a minimum asset component for manual loading via script
  • GetMaterial interface, to retrieved imported materials by index.

Changed

  • Added loading state sanity checks to instantiation

Fixed

  • Loading glTFs with materials only (no scene/geometry)
  • Normal texture scale is applied correctly now