Poiyomi Toon 9.2.49 Changelog
· 2 min read
danger
This version has been pulled due to a critical UI bug causing the Rendering Presets to disappear!
If you have this version installed, please update to 9.2.51
or newer. We apologize for the inconvenience!
This update includes some general improvements to the shader and is recommended for all users. The Toon version is now available in the VCC Repository, GitHub, and on BOOTH.
Added
- Added a Toggle in Light Data for Light Volumes, as per popular request. Enabled by default.
- Apparently, VRC Light Volumes can take up around 80% of the compile time on a default material. Disabling Light Volumes may show a great improvement to shader compilation time.
- Added Vertex Color support to
Vertex Options -> Basics & Fun
. - Added
"changelogUrl"
string topackage.json
in VCC Package, allowing VCC clients to directly link to this website on Changelogs.
Changes
- Speeded up compile times across the board, with focus on the base functionality of the shader.
- You may not see huge differences when you have gigantic materials but baby steps, we're getting there.
- Overhauled
Vertex Options -> Basics & Fun
section.- Cleaned up all the code, improving performance and compilation times.
- Added Wind.
- Added Masking Support.
Fixes
- Fixed two reported issues with d4rk's Avatar Optimizer.
- Fixed a compilation bug with shiny materials.
- Fixed a bug with LookAt being used in the World shader.
- Fixed a few missing functions from compilation time improvements.
- Fixed a bug with
Poiyomi Toon World
's LookAt causing it to go pink if used. - Fixed a bug with Stochastic Sampling causing the shader to error on Lock In.
- Fixed Vertex Colors targeting the wrong channels in Dissolve.
- Fixed a million warnings being thrown when using the Material Inspector.
- Fixed an issue where Emission settings were being applied after lighting, causing the color to be unlit even when Emission was
0
.- This was resolved by properly applying Emission Color to the surface prior to lighting. This means things using Emission Override will be darker in the dark now since Emission isn't being applied twice.