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Changelog


9.1.0

  • Add new blending mode add_multiply: requires dual blending and then introduces a new output.
  • Rendering states (blending modes, culling, etc.) can be conditionaly enabled in function of parameter values (specialized uniforms only).
  • New lib-alpha-test.glsl library that contains alpha test related reworked parameters and alphaKill function. Previous lib-alpha.glsl library is kept for compatibility reasons.
  • UI group, description and label of most library parameters have been updated.
  • New Absorption color channel support.
  • Translucency channel default value is now 1.0.
  • Added new parameter in Subsurface scattering ( lib-sss.glsl) to toggle usage of translucency channel as scattering mask.
  • Updated asm-metal-rough.glsl shader to support alpha test, alpha blend, translucency and absorption.

8.2.0

  • Engine parameter environment_rotation in lib-env.glsl is replaced by environment_matrix. Allows more complex environment transformations.
  • Dynamic material layering: Add new optional format entry in sub-stack channels declaration.

8.1.0

  • Add support for Bent Normals diffuse and specular shading
  • New lib-bent-normal.glsl library to regroup helpers functions
  • Updated [pbrComputeSpecular()] arguments list to add bent normal specular amount
  • Added supports for Bent Normals to asm-metal-rough.glsl and pbr-metal-rough.glsl shaders
  • Removed support for DISABLE_FRAMEBUFFER_SRGB_CONVERSION define.

7.2.0

  • Add a new lib-coat.glsl library to help handling coating layer in the material.
  • Add a new lib-sheen.glsl library to help handling sheen specular highlights.
  • all-custom-params.glsl: Updated the visible parameter to support dynamic boolean condition.
  • all-custom-qualifiers.glsl: Add new uniform_qualifier to enable/disable parameters at shader compilation time.
  • lib-sampler.glsl: Add generateAnisotropicRoughnessASM function to interpret anisotropy parameters in the Adobe Shader Material definition (ASM).

2018.3.2

  • lib-sparse.glsl: Sampling functions uses texture derivatives instead simple mipmap level. It's a requirement for the support of anisotropy sampling. Sampling functions signatures are not modified.
  • lib-pom.glsl: the getParallaxOffset function signature has changed in order to uses texture derivatives

2018.3.0

  • Add a new lib-pbr-aniso.glsl library to help visualizing anisotropic specular highlight
  • Add a new lib-sparse.glsl library to help channel sampling by taking care of mipmaps availability
  • Update shader libraries interfaces to take care of this safe sampling
  • Deprecation: The previous functions based on the vec2 texture coordinates and the texture sampler have been deprecated (please use new signatures)
  • lib-pom.glsl: Add a applyParallaxOffset function to simplify to use of parallax occlusion effect
  • lib-random.glsl: Add a Blue Noise random value generator and temporal alternatives
  • lib-sampler.glsl: Split all channel sampling helpers to have both value interpretation and sampling helpers

2018.2.0

  • Surface shader API change: the shade function signature has changed, see surface-shader.glsl
  • The shadeShadow function is no longer used and can safely be removed from custom surface shaders
  • Add Subsurface Scattering support, see surface-shader.glsl and lib-sss.glsl for details
  • lib-pbr.glsl: the pbrComputeBRDF function has been removed. See pbr-metal-rough.glsl example to know how to use the library now
  • New engine parameters have been added: texture_blue_noise, aspect_ratio, camera_vp_matrix_inverse, environment_exposure, environment_rotation, fovy, main_light and screen_size. See all-engine-params.glsl for details
  • Add the description metadata to provide tooltips for custom shader parameters

2017.4.2

  • Fix missing shaders in documentation samples (pixelated and toon shaders)
  • Fix dithering for high resolution

2017.4.1

  • Fix pbr-coated shader
    • lib-vectors.glsl: tangentSpaceToWorldSpace() and worldSpaceToTangentSpace() outputs are now normalized

2017.4.0

  • Incorrect specular reflection in the 2D view for certain meshes

2017.3.1

  • Cheaper dithering

2017.2.0

  • Remove interpolated tbn normalization to match Substance Designer and bakers behavior
  • [Viewport] Replace Hammersley table by a Fibonacci spiral

2.6.0

  • Fix shaders blending and culling modes
  • Rework dithering. Now if we have a render in linear, we apply it after the color profile

2.5.0

  • Add support for Color Profiles (LUT) in viewports (Optional sRGB conversion)
  • Add dithering to opacity in shaders
  • Add parallax occlusion mapping to PBR shaders
  • Add a way to hide custom params from the default shader UI
  • Add a link to channel tags list in layering shader documentation
  • Replace 'channel_ao' tag by 'channel_ambientocclusion'
  • [Viewport] Some normal maps have clamped values which appear as artifacts
  • Fix available channels in shaders doc
  • Allow to define a custom shader UI
  • Add a standard custom shader UI for material layering shaders
  • Custom UI files are now searched relatively to a shaders/custom-ui folder in the shelves (like the mdl)
  • Use the specular level channel in default shaders
  • Fix vec3 shader params example
  • Upgrade Painter to OpenGL core profile

2.4.0

  • Fix the difference on the normal map combined exported and the one displayed in the viewport

2.2.0

  • Add support for bindless textures in generic material for non Document textures
  • Update custom shader sliders documentation
  • Allow to define step precision for sliders
  • Documentation for dynamic material layering

2.1.1

  • Add a 'RGB2Gray' function in lib-utils

2.1.0

  • Allow to define groups for shader parameters and materials/masks
  • Add missing channels in documentation ('ao', 'diffuse', 'specularlevel')

2.0.4

  • Normal unpack function incorrect with low alpha values
  • Allow to read mesh vertex colors in custom shader
  • [Viewport] Stretched environment map on some computers

2.0.0

  • Allow to override Normal/AO additional maps by dedicated channel
  • Change Height2Normal function to use Sobel method
  • Add the possibility to define a mdl per shader
  • Add a new mdl folder in the shelf
  • Add diffuse and specular level channel presets
  • Documentation update for tone mapping
  • Fix reflections when in orthographic mode
  • Fixed the vertical white glitch appearing at a specific location on the envmap
  • Allow to define 'default_color' for texture params

1.7.0

  • Allow to sample external textures (from shelf)

1.6.0

  • Expose gamma/tonemapping function to allow to override them
  • Expose multiple texcoords

1.5.0

  • Add line number and filename in shader error report

1.4.1

  • All sRGB conversions follow the sRGB standard, except those done in the shaders that have close approximation
  • Height channel to Normal map is converted to the wrong color space

1.4.0

  • Add ambient occlusion channel
  • Add new workflow for normal edition
  • Add 'or' expression syntax for texture related auto parameters
  • Fix pbr shader for Intel gpu on OSX

1.3.4

  • Allow to interpolate binormals in fragment shader
  • Fix Mikkt tangent space

1.3.3

  • Fix spherical harmonics producing negative light intensity
  • Exposure computation is different from Substance Designer (and fix exposure slider)
  • Shadows should not be visible on 100% metallic surface

1.3.0

  • Add shadow function
  • Add support for opacity ('alpha_test' and 'alpha_blend')

1.2.0

  • Ability to set required openGL states into custom shaders
  • Fix inverted bitangents
  • Add support for normal channel

1.0

  • Add support for custom shaders
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