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ChangelogV1.4.0

v1.4.0 (2026-03-02)

Features

1. Gem Shader Support

  • You can now officially use the Gem material type.
  • Gem presets have been added, so you can reach jewel-like looks more easily.
  • We strongly recommend using MatCap with Gem shaders for richer surface detail.

GemShaderExample

GemShaderType

2. Expanded material color and lighting controls

  • Added material Color Grading (HSV) so matching your target mood is easier.
  • Added Color Grading Mask for selective grading by region.
  • Added Shadow Exclusion Mask for finer control over shadow-excluded areas.
  • Added Screen Rim Lighting Dimmer for more intuitive control of scene-light influence on Screen Rim.

MaterialColorGrading

3. Added per-material OIT on/off toggle

  • Added a per-material Disable OIT toggle, so you can switch OIT only where needed.

DisableOIT

4. Added Pass Control

  • Added Pass Control, making it easier to enable only the passes you actually need.

PassControl

5. Improved editor UX

  • Volume/Material preset foldout state is now stored in editor state, so workflows feel smoother.
  • Updated styles so important setting info is easier to read.

Bug Fixes

1. Fixed OIT HDR color preservation issue

  • Fixed an issue where HDR color information could be lost when using OIT. OITRenderingFix

2. Fixed material preset application issue

  • Fixed an issue where Outline Lighting Dimmer was not correctly applied via Material Preset.

3. Unity Visual Compositor compatibility

  • Added non-character area alpha output in Character Bloom for better Visual Compositor compatibility.

4. Warning and keyword cleanup

  • Cleaned up obsolete warnings shown in Unity 6.3 LTS.
  • Cleaned up shader keywords to improve build-time behavior.
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