Release Notes 1.44
Changelog
Section titled “Changelog”Version 1.44.0
Section titled “Version 1.44.0”| Feature | Replaced ChakraCore with V8 for Universal Windows Platform for x86 |
| Feature | Added |
| Feature Unity | Added support screen overlays with Unity UI Canvas |
| Feature Unreal Engine | Added option for enabling the Linear Space Rendering Pipeline, enabling the support for textures in Linear |
| Feature Unreal Engine | Made the plugin code compliant with Include-What-You-Use |
| Enhancement | Setup memory allocators for the ICU library |
| Enhancement | Allowed changes to the |
| Enhancement Unity | Added events for Library and |
| Enhancement | Allowed using different samples for different texture slots in shaders |
| Fix | Fixed lack of transitions with |
| Fix | Fixed crash when drawing canvas without commands |
| Fix | Fixed visual artifacts of SVG paths with a stroke that is not a color |
| Fix | Fixed a V8 crash on secondary Library initialization |
| Fix | Fixed negative |
| Fix Unity | Fixed allocating a new C# UnityPlugin instance on each access |
| Fix Unity | Fixed possible artifacts caused by scratch texture reuse |
| Fix Unity | Fixed crash Metal backend when there are multiple cameras with views |
| Fix Unity | Fixed Unity Mac bundle package naming |
| Fix Unity | Fixed running the Player with the scripts |
| Fix Unreal Engine | Fixed crash when making profile capture with screenshots enabled for DirectX12 |
| Fix Unreal Engine | Removed mixed (game and engine) plugin installation |
Migration guide
Section titled “Migration guide”Migrating to 1.44
Section titled “Migrating to 1.44”Swapped source and backdrop textures in Color Mixing shader
Section titled “Swapped source and backdrop textures in Color Mixing shader”In the ST_ColorMixing pixel shader the source and the backdrop texture binding slots have been changed to 0 and 1 respectively. Previously, the source texture was bound to slot 1 and the backdrop texture to slot 0. As a result, the usage of txBuffer and txBuffer1 must be swapped in custom shaders.
Before:
...float4 backdrop = SAMPLE2D(txBuffer, input.NoPerspParam.zw);...float4 source = SAMPLE2D(txBuffer1, input.Additional.xy) * input.Color.a;...After:
...float4 backdrop = SAMPLE2D(txBuffer1, input.NoPerspParam.zw);...float4 source = SAMPLE2D(txBuffer, input.Additional.xy) * input.Color.a;...© 2026 Coherent Labs. All rights reserved.