Release v0.43.0#387
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Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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v0.43.0
Breaking Changes
Window::set_tonemap(Tonemap::None)to restore the previous look.Light::casts_shadowsdefaults totrue) whenever shadows are globally enabled, and the default shadow atlas is 4096² across 16 layers (~1 GB of GPU memory). UseWindow::set_shadows_enabled(false)and/orset_shadow_resolution(2048)to reduce this.Material3dimplementations must targetContext::render_format()(theRgba16FloatHDR film) instead of the surface format for their color attachment, or they fail with a render-pass-incompatibility validation error. A material is only invoked in the new transparent (order-independent-transparency) pass if it returnstruefrom the newMaterial3d::renders_in_transparent_phase()(defaultfalse), so opaque custom materials need no other change.RenderContextgainedphase: RenderPhaseandshadow_bind_group: Option<wgpu::BindGroup>fields;Lightgainedradius: f32andcasts_shadows: boolfields. Code that builds or exhaustively destructures these structs with a struct literal must be updated (builder usage such asLight::point(..).with_intensity(..)is unaffected).New Features
GPU path tracer
RayTracer) that renders the existing scene graph as an alternative to the rasterizer, viaWindow::render_raytracedandOffscreenSurface::render_image_raytraced.hw_raytracerfeature, selectable at runtime.RayTracer::set_denoise).SceneNode3d(set_metallic,set_roughness,set_emissive, …).raytracing,raytracing_bsdf,raytracing_denoise,raytracing_offscreen,raytracing_transparency.HDR rendering pipeline
Rgba16FloatHDR film and resolves it with a configurable tonemap operator (Window::set_tonemap/set_exposure).None,Aces,Reinhard,AgX,Neutral(Khronos PBR Neutral, the default), andTonyMcMapface(baked CC0 LUT). The same operator applies to the path tracer's resolve.Window::set_bloom_enabledand related settings).hdr_bloom,tonemapping,transparency.Real-time shadows
Window::set_shadows_enabled/set_shadow_resolution, plus cascade count, shadow distance, first-cascade bound and depth bias on the shadow mapper. Per-lightLight::with_casts_shadows.shadows.Auxiliary render outputs (AOVs)
Window::snap_depth/snap_normals/snap_segmentation/snap_segmentation_colored, a per-object segmentation id onObject3d, and anaovexample.