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Add transparency support for LightmapGI Currently when baking lightmaps users have to choose between transparent objects casting shadows as if they were fully opaque, or not casting shadows at all. This has been a major limitation in both the quality of lightmap baking and the ergonomics of the lightmap baking workflow.
Project: Allow undocking the Script editor and the Shader editor. For things like the Script editor, this means you can move it to another screen, move the undocked window to be side-by-side with the main window, or just using Alt+Tab to change between the main window and the undocked one. UV2 Texel Density Debug Draw Mode.
Engine • Added DebugView at runtime UI control rendering debugging function. See the documentation “Render Debugging - Run Time Using Render debugging”: [link] • When the node animates, add the tween ‘destroySelf’ method to destroy the front nodal point. Still, the disadvantage is that it will increase the lightmap package.
Editor: Fix reload scripts error after saving in external editor ( GH-68203 ). Rendering: Add optional UV2 logic for lightmapping to primitive shapes ( GH-67975 ). Rendering: Fix several render issues found while debugging XR ( GH-68102 ). Editor: Load and use system emoji font in the editor ( GH-68090 ).
Raise errors when accessing deleted objects in debug. Raise errors when accessing deleted objects in debug. but going one step too far: in debug builds in 3.2.3, The biggest difference with the old lightmapper is that the new one features proper path tracing, which results in better looking lightmaps. New CPU lightmapper.
Editor: Fix reload scripts error after saving in external editor ( GH-68203 ). Rendering: Add optional UV2 logic for lightmapping to primitive shapes ( GH-67975 ). Rendering: Fix several render issues found while debugging XR ( GH-68102 ). Editor: Load and use system emoji font in the editor ( GH-68090 ).
Create a new TS script file named “GaussianBlur.ts” and enter the following code. passName : the name of the pass, easy for debugging. Prioritize the scene to use lightmap to bake AO so that even if HBAO is turned off, the effect is still not bad. If you want to keep it the same size as the background buffer, pass in 1.0.
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