# Changelog

All notable changes to this project will be documented in this file.

The format is based on Keep a Changelog (opens new window), and this project adheres to Semantic Versioning (opens new window).

# [Unreleased]

# [1.2.0] - 2019-07-24

# Changed

  • Moved to repository
  • Switched to changelog markdown
  • Re-defined basecolor to be in sRGB color space
  • Set default basecolor to be 0.9 (which is 0.79 in linear space, a very bright white)
  • Re-defined "alpha" as opacity factor Already was treated like it in three.js implementations, but not in Unity. Trying to remove discrepancies.
  • Re-defined RGBA texture mapping's alpha channel to be alpha (in terms of opacity). Used for alpha clipping/testing as well

# Added

  • Texture mapping ORM: combined occlusion, roughness, metallic texture
  • Transmission factor and IOR to allow specular transmissive materials (glass) Note: No explicit transmission color. The base color is used.
  • Added occlusion strength (used in real-time when occlusion textures are present)

# Removed

  • Removed obsolete specular factor Referred to the specular-glossiness workflow, which is not supported

# [1.1.0] 2018-12-10

# Added

  • alphaCutoff
  • doubleSided

# Changed

  • Declared specular workflow obsolete

# [1.0.0] - Initial Version

# Added

  • Material properties
    • basecolor
    • roughness
    • metallic
    • alpha
    • specularity
  • Texture properties
    • id
    • material
    • width
    • height
    • mapping (RGB,RGBA,XYZ)
    • url
    • mmWidth
    • mmHeight