Version 2.3.0 is now finally available!
This is a major version update for both the Built-in RP and URP.
This asset was now released almost 5 years ago (Jan 2018) and has been purchased 2324 times. That it itself makes it existence possible, so thanks for sticking with me ![]()
Notable changes:
Built-in RP: No longer uses Unity’s Post-processing package’s shader library. This was put in place to support all render pipelines, but that effort seemed to be quickly abandoned. As such, the same library was never fitted with support for Single-Pass Instanced VR rendering.
Instead, the effect shaders now use the regular Unity shader libraries (that appeared to be perfectly possible). Making full VR support possible.
URP: A seemingly recurring trend, but Unity 2022.1 saw yet another rug-pull on the rendering API. I can dirty many words on the subject, but the asset has been reworked to support 2022.1+.
(Unity 2023.2 is said to introduce the Render Graph API to URP, this likely requires yet another rework. It’s possible this asset will simply split off into its own URP variant, but will no longer be free due to the amount of work required)
Updating:
No breaking changes, though this is a unique process involved. Please see the update guide: Update guide
Changelog:
Minimum supported version is now Unity 2020.3, and URP 10.3.2.
Shaders are no longer in “Resources” folders, meaning only effects present on volume profiles will be included in a build.
- The installer that pops up when updating will automatically move them for you.
Added:
- Single Pass Instanced VR rendering compatibility for: (Built-in RP requires Unity 2021.2+ for a bug fix)
- Edge Detection effect
- Sun Shafts
- (Built-in RP) Distance fading functionality on effects
- Pixelize, popular retro resolution presets. As well as a custom resolution height.
Changed:
- (Built-in RP) Shaders now use the default UnityCG shader libraries. This ensures compatibility moving forward with core Unity changes.
- The Fog.hlsl shader library can now be properly integrated into other shaders.
- (URP) Updated framework to use the new RTHandles API. Though mainly to silence any obsolete API warnings.
- (URP) Effects are now listed in the Frame Debugger using a better readable name.
- Fog, no longer relies on a hidden camera to capture the skybox color. This removes any overhead related to camera processing (in URP this was already the case).
- Minor shader optimization for any effect using a blur.
- Minor shader optimization for the Edge Detection effect.
- Color Split effect now has an “Edge Masking” parameter.
- Sunshafts, renamed resolution dropdown values to “Full/Half/Third/Quarter” (the last being a new addition).
Fixed:
- (URP) Pre-emptive fixes for Unity 2022.2 & 2023.1.
- Blur (Gaussian mode) causing a slight discoloration.
- (Built-in RP) Blur effect not rendering properly when using Single Pass Instanced VR rendering.
- Texture parameters being blank in a build, unless overridden (they’re now overridden automatically when first adding an effect)
- Caustics effect appearing too bright when using the Gamma color space and HDR
- (Built-in RP) Color Split effect causing FXAA to stop taking effect.
- (URP) Resolved any unintentional GC allocations.
- (URP 13+) Sunshafts, warning about “temporary render texture” being thrown at the start of each frame
Removed:
- Retired support for Single Pass Stereo VR rendering since it’s been deprecated after Unity 2019.
- Unnecessary Blit from Blur and Sun Shafts effects.