Releases
v3.9.0
d4rkpl4y3r Avatar Optimizer 3.9.0
Features
Generated shaders and materials are now stripped of all properties that got baked into the shader.
This reduces avatar download and uncompressed size slightly.
Reduced the amount of shader variants generated when using Write Properties as Static Values
.
Forward base passes don't generate variants without the LIGHTPROBE_SH
keyword anymore.
Materials with render queue > 2500 don't generate any shadow related variants.
Changes
Generated shader names now have a hash suffix.
Keep MMD Blend Shapes
is now MMD Compatibility
and also prevents the first 3 fx layers to get merged or deleted. (more)
Rewrote handling of material property animations with WD ON while using Shader Toggles
.
It now tracks which meshes are animated and put those into a mask in the material instead of checking for NaN values.
Automatically add the mesh of RealKissSystem to exclusions internally.
Bug Fixes
Copy the toggle Normalized Blend Values
of direct blend trees. (more)
Fix FindAllPhysBoneDependencies
not checking VRCConstraints or FinalIK components. (more)
Fix animation bindings of the base type Renderer
not getting respected properly. (more)
Shader parser now handles ColorMask 0
passes with no code block correctly and throws a parse error for other non code block passes.
Fix optimizer not checking all the animator controllers in the avatar descriptor for some things.
Fix special animation layers not getting updated animation clips.
Layers with only a off animation no longer block default disabled meshes from using NaNimation. (more)
Fix IsAnimatableBinding
not checking if the bindings type is a base type of the component types.
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