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ChangelogV1.4.4

v1.4.4 (2026-09-19)

Features

1. Surface Cache GI support

  • Surface Cache GI is now supported! It is Unity’s new real-time GI, available in Unity 6.7 and newer.
  • It works with General, Face, and Eye materials as well as Performance Mode, but not with Gem.
  • Indirect Dimmer applies to Surface Cache GI as well, so you can control how strongly GI affects your character.

SCGI

2. Added Emission Global Illumination option

  • Added a Global Illumination option to the Emission settings. (General / Face and Performance Mode)
  • You can choose which GI the material’s emission is applied to. See Material Settings for details.
Global IlluminationDescription
NoneEmission is not applied to GI.
RealtimeApplies emission to real-time GI (Enlighten, Surface Cache GI). Surface Cache GI is available in Unity 6.7 and newer.
BakedApplies emission to baked GI (LightMap and Light Probe baked by the Progressive Lightmapper).
Realtime + BakedApplies emission to both real-time and baked GI.

3. Added Motion Vectors pass

  • Added a Motion Vectors pass to the default, Eye, and Performance Mode shaders. (Unity 2023.2 and newer)
  • Features that use motion vectors, such as TAA, STP, and Motion Blur, now handle moving characters correctly.

4. Expanded the Step Smoothness range

  • The maximum Step Smoothness value in Main Settings has been expanded from 0.2 to 0.5, so you can make shadow edges much softer. (Default shader)

Optimizations

1. Shader variant optimization

  • Removed the _ADDITIONAL_LIGHTS_VERTEX keyword, which the default shader does not use, reducing the number of shader variants.

Bug Fixes

1. Orthographic camera fixes

  • 2D Face Shadow now renders correctly with Orthographic cameras.
  • The Character Mask Pass now handles depth testing correctly with Orthographic cameras.

2. Character Bloom alpha output fixes

  • Character Bloom no longer overwrites the alpha of non-character areas, so objects outside the character no longer turn transparent in the alpha output.
  • The existing alpha is now kept, and the bloom alpha is blended on top of it. (Better compatibility with virtual software such as Meligo)

3. Depth / DepthNormals pass fixes

  • Cutout materials now apply the Main Tex Tiling/Offset correctly when alpha clipping in the Depth / DepthNormals passes.
  • Improved DepthNormals pass compatibility with URP. (Octahedron-encoded normals, Rendering Layers for the Eye shader)
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