From 74487f65a09aa70a20195057c3112f13efb2e89e Mon Sep 17 00:00:00 2001 From: Harald Csaszar Date: Wed, 3 May 2023 20:36:38 +0200 Subject: [PATCH] [unity] Minor: Added changelog lines of 4.1 section to 4.2 section as well. --- CHANGELOG.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/CHANGELOG.md b/CHANGELOG.md index 40913d442..e4fcab391 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -32,6 +32,8 @@ * `OnPostProcessVertices` callback parameter `MeshGeneratorBuffers` now provides access to `uv2Buffer` and `uv3Buffer` properties of `MeshGenerator`, automatically allocating buffers upon access if `tintBlack` is disabled. This allows for passing own vertex data to a shader on second and third uv channels. * Added `Spine/SkeletonGraphic Grayscale` shader to provide a basic grayscale shader for SkeletonGraphic as well. SkeletonGraphic Material `SkeletonGraphicDefaultGrayscale` uses this shader and can be assigned at `SkeletonGraphic` components as usual. * `SkeletonGraphic` now supports automatic scaling based on its `RectTransform` bounds. Automatic scaling can be enabled by setting the added `Layout Scale Mode` Inspector property to either `Width Controls Height`, `Height Controls Width`, `FitInParent` or `EnvelopeParent`. It is set to `None` by default to keep previous behaviour and avoid breaking existing projects. To modify the reference layout bounds, hit the additional `Edit Layout Bounds` toggle button to switch into edit mode, adjust the bounds or hit `Match RectTransform with Mesh`, and hit the button again when done adjusting. The skeleton will now be scaled accordingly to fit the reference layout bounds to the object's `RectTransform`. + * Added previously missing unlit URP 2D shader variant, available under `Universal Render Pipeline/2D/Spine/Skeleton`. + * Added support for light cookies at `Universal Render Pipeline/Spine/Sprite` shader. * **Breaking changes** * Changed `SpineShaderWithOutlineGUI` outline related methods from `private` to `protected virtual` to allow for custom shader GUI subclasses to switch to different outline shaders.