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description: This page keeps track of the changes made to the Shaders.
---

# Changelog

### 1.00 - Initial Release

### 1.00a Hotfixes

* _Fixed_ Variance Features not working with Instances
* _Changed_ Sampler Types of ORM Maps, from Masks to Linear Color (Better Compression)

### 1.1 Release

* _Added_ **Opacity** in the Fresnel Values
* _Added_ **Masking Support** **for Manual Cubemaps**
* _Added_ **Panner Support** when Triplanar Mapping is enabled
* _Added_ **UV Breaking** support
* _Added_ **Dynamic AO Feature** : Allows to fake AO on non-baked objects (affects Color & Specular)
* Various Optimizations.

### 1.1a Hotfix

* Fixed a bug making the Tessellated variant not functioning when enabling Tessellation, now working correctly (Displacement maps are not affected by the UV Breaking Features.)
* Fixed the same bug for the World Position Offset, on all variants

### 1.2 Release

* Added Runtime VIrtual Texturing support to the Standard Variant, to use for blending with a Landscape.

### 2.0 Release

* **Internal Re-Write** (Lighter Shader Complexity & Much better layout)
* _Added_ Per-Side Triplanar Mapping Controls
* _Added_ Non-Uniform UV Multiplier
* _Added_ Alpha of Base Color usable as Opacity Map/Mask
* _Added_ XYZ Offset on World Position Offset
* _Added_ **Nanite UE 5.0 Preset**

### 2.1 Release

* **Removal of unneccesary static switches (Color/Grayscale adjustements among other things)**
* **Removed unnecessary features & internal cleanup** _(B/W Color in Color Map adjustements, Shading Model choice as it is set in the Instance natively)_
* _Added_ UV Rotation & Offset Controls (Global material only)
* _Fixed &#x64;_&#x65;fault Luminosity Offset of Base Color maps to 1 instead of 0
* _Changed_ Blend Mode of the Standard/Tessellated/Nanite50 masters to opaque by default, as it can be set to masked in the instance natively.
