50 lines
2.5 KiB
Markdown
50 lines
2.5 KiB
Markdown
# What's new in version 14 / Unity 2022.2
|
||
|
||
This page contains an overview of new features, improvements, and issues resolved in version 14 of the Visual Effect Graph, embedded in Unity 2022.2.
|
||
|
||
## Added
|
||
|
||
The following is a list of features Unity added to version 14 of the Visual Effect Graph embedded in Unity 2022.2. Each entry includes a summary of the feature and a link to any relevant documentation.
|
||
|
||
### Six way smoke
|
||
|
||

|
||
|
||
VFX Graph version 14 includes a new way to light smoke effects. You can now use custom lightmaps exported from third-party software to light your smoke texture. VFX Graph bakes six light directions from these lightmaps and uses them to light the smoke from every direction.
|
||
|
||
### Boolean ports
|
||
|
||

|
||
|
||
Version 14 includes Boolean ports that you can use to activate or deactivate Blocks depending on logic operations. This feature also includes some implicit casts between numeral types and Booleans.
|
||
|
||
### 2D Shader Graph support
|
||
|
||

|
||
|
||
In this version, Visual Effect Graph supports Shader Graph’s 2D sub-targets that you can use to render your particles as sprites. To find the new sub-targets, go to **Create** > **Shader Graph** > **URP**. This feature is only available in the Universal Render Pipeline.
|
||
|
||
## Updated
|
||
|
||
The following is a list of improvements Unity made to the Visual Effect Graph in version 14, embedded in Unity 2022.2. Each entry includes a summary of the improvement and, if relevant, a link to any documentation.
|
||
|
||
### Timeline integration
|
||
|
||

|
||
|
||
VFX Graph 14 improves the workflow of visual effects in Timeline. You can use the new VFX Animation clip to scrub through and control VFX Graph [Events](Events.md). You can also control how the effect reinitializes and pre-warm the effect. For more information, see [Timeline](Timeline.md).
|
||
|
||
### Skinned mesh sampling
|
||
|
||

|
||
|
||
In VFX Graph 14 improves aspects of the Skinned Mesh Renderer Sampling based on your feedback in the following ways:
|
||
|
||
- You can now retrieve the position velocity directly in the **Sample Skinned Mesh** Operator.
|
||
- You can orient particles in the transform, defined by the sampled tangent and normal.
|
||
- Root bone transform options are now integrated into the block or operator, which means you don’t need to use a property binder.
|
||
|
||
## Fixed
|
||
|
||
For information on issues resolved in version 14 of the Visual Effect Graph, embedded in Unity 2022.1, see the [changelog](../changelog/CHANGELOG.html).
|