Release notes
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What’s new
Unity
Unified Rendering Architecture
The internal rendering system has been refactored into a robust, abstracted ViewRenderer. This unification streamlines the rendering flow across all pipelines and introduces several key improvements:
- URP Render Graph Support: Added full support for the Render Graph API within the
Universal Render Pipeline (URP). This aligns Gameface with Unity’s modern rendering architecture, enabling optimized render passes and ensuring compatibility with future Unity versions. - Component Modernization: The legacy
PostEffectRenderercomponent has been removed. Rendering logic now integrates directly with native Render Pipeline callbacks (usingScriptableRenderPassin URP andCustomPassin HDRP) rather than relying on standard CameraMonoBehaviourevents. - Compositor in RP: The rendering logic for UI Surface Partitioning (Compositor) has been reworked to utilize the
CommandBufferAPI. This improves frame debugger integration and ensures correct execution order within the render pipeline. - Backdrop Filter in Surface Partitioning: Backdrop filters now work correctly when using UI Surface Partitioning (Compositor), allowing for complex UI layering with blur effects.
- Texture Lifecycle Fixes: Resolved issues where the View Texture would fail to redraw or disappear when the
CohtmlViewcomponent was toggled (OnDisable/OnEnable). - Public Utility Access: Clients can now utilize the RPStatusUtility class provided in the Gameface library. This utility exposes logic to detect the current rendering pipeline, HDR capabilities, and compatibility modes.
- Coordinate Orientation: Addressed coordinate space discrepancies where Unity’s default texture origin differs from other industry-standard engines. This fix ensures that
CohtmlViewresources render with the correct vertical orientation across all supported graphics APIs (e.g., GLES, Metal, DirectX). - Shader Accuracy: Removed the color multiplier property from Gameface
CohtmlViewshaders. This prevents unwanted mutations to the final colors of the View Render Texture, ensuring that the UI output matches the source design exactly. - Pipeline-Specific Integration: Explicitly separated the logic for Universal RP (URP) and High Definition RP (HDRP) to improve project integration and compile-time handling.
- Automatic Symbol Management: The new
DefineSymbolsConfiguratornow automatically manages scripting define symbols. It detects the active Render Pipeline Asset and definesCOHERENT_URPorCOHERENT_HDRPaccordingly, removing the manual setup overhead for clients. - HDR Support: High Dynamic Range (HDR) rendering is now fully supported across URP and HDRP. To reflect this, the
WideTexturesproperty onCohtmlViewhas been renamed toEnableHDR. - Custom Render Pipelines: Please note that custom render pipeline implementations are not supported at this time.
Live View Enhancements
- Initialization Stability: Improved the initialization flow for Live View component to ensure
RenderTextureresources are correctly registered and available before any drawing commands are issued. - HDR Support: Added the
EnableHDRproperty. Live Views can now utilize 16-bit floating-point Render Textures, preserving color fidelity when capturing content from HDR-enabled cameras.
Global Backdrop Filter Support
This release introduces full support for the Global Backdrop Filter, enabling blur and visual effects behind UI elements using high-performance Compute Shaders.
- New Properties: Added the
EnableGlobalBackdropFilterandBlurRadiusproperties toCohtmlViewto control the intensity of the blur effect. - Surface Partitioning Compatibility: Global Backdrop filters are fully compatible with UI Surface Partitioning, allowing for complex UI layering mixed with background blur effects.
- Cross-Pipeline Support: The effect is implemented for Built-in RP, URP (including Render Graph), and HDRP.
- Platform Coverage: Support has been extended to include all major native platforms and modern graphics APIs (Metal, Vulkan, DX11, DX12, GLES3 and others).

Migration guide
Unity Unified Rendering Architecture
Scripting Define Symbols
The COHERENT_RENDERING_PIPELINES define symbol is now deprecated. The system now automatically detects the active Render Pipeline (URP or HDRP) and applies the correct internal symbols (COHERENT_URP or COHERENT_HDRP).
COHERENT_RENDERING_PIPELINES if it is present.CohtmlView Property Changes
WideTextures renamed to EnableHDR. Unity serialization may reset this value during the upgrade.
Wide Textures enabled, please verify that the new Enable HDR checkbox is checked in the Inspector.Post Effect Renderer Component Removed
This property is no longer needed and has been removed. The integration point (Injection Point) is now handled automatically based on the active pipeline settings selected in the CohtmlView component . The rendering logic for post-effects (Backdrop Filters) and Compositor has been moved internally to the Render Pipeline logic.
PostEffectRenderer.Shader Changes
The _ColorMultiplier property has been removed from standard Gameface shaders to ensure color accuracy between the browser/HTML output and the Unity texture.
_ColorMultiplier, as it is no longer set by the C# script.API Changes
If you were manually accessing rendering properties via script, note the following changes:
| Previous API | New API / Action |
|---|---|
PostEffectRenderer.Instance | Removed. No replacement needed; logic is internal. |
View.DrawAsPostEffect | Removed. Rendering injection is now automatic. |
View.RenderMaterial | Removed. Use view.ViewTextureMaterial. |
Changelog
Version 2.2.2
Released 18 Feb 2026
| APIUnity | Deprecated the COHERENT_RENDERING_PIPELINES define in Unity |
| APIUnity | Renamed WideTextures to EnableHDR property in Unity |
| APIUnity | Removed the PostEffectRenderer component in Unity |
| APIUnity | Removed the _ColorMultiplier shader parameter in Unity |
| APIUnity | Removed the DrawAsPostEffect property of the view in Unity |
| APIUnity | Removed the RenderMaterial property of the view in Unity |
| FeatureUnity | Integrated HDR support |
| FeatureUnity | Integrated global backdrop filter support |
| Enhancement | Improved insertion performance of new data-binding expressions |
| Enhancement | Improved element removal performance for data-binding attributes during high-volume SynchronizeModels calls |
| Enhancement | Introduced detailed data-binding scopes for level 2 performance profiling |
| Enhancement | Implemented warning for event triggers lacking JavaScript or C++ handlers |
| EnhancementUnreal Engine | Added Unreal Editor notification when using the Add HUD or Add in-world UI buttons |
| Fix | Resolved visual artifacts when utilizing SVG images as masks |
| Fix | Corrected SVG media rule evaluation during viewport size transitions |
| Fix | Fixed flex layout wrapping logic for flex-direction: row and flex-wrap: wrap properties |
| Fix | Updated RenoirCore for Mac with a production-grade signing certificate |
| Fix | Fixed a crash occurring upon removal of inline SVG images from the DOM |