# What's new in version 14 / Unity 2022.2 This page contains an overview of new features, improvements, and issues resolved in version 14 of the Visual Effect Graph, embedded in Unity 2022.2. ## Added The following is a list of features Unity added to version 14 of the Visual Effect Graph embedded in Unity 2022.2. Each entry includes a summary of the feature and a link to any relevant documentation. ### Six way smoke ![](Images/VFX-WhatsNew14-2-still.png) VFX Graph version 14 includes a new way to light smoke effects. You can now use custom lightmaps exported from third-party software to light your smoke texture. VFX Graph bakes six light directions from these lightmaps and uses them to light the smoke from every direction. ### Boolean ports ![](Images/VFX-WhatsNew14-6.png) Version 14 includes Boolean ports that you can use to activate or deactivate Blocks depending on logic operations. This feature also includes some implicit casts between numeral types and Booleans. ### 2D Shader Graph support ![](Images/VFX-WhatsNew14-3.png) In this version, Visual Effect Graph supports Shader Graph’s 2D sub-targets that you can use to render your particles as sprites. To find the new sub-targets, go to **Create** > **Shader Graph** > **URP**. This feature is only available in the Universal Render Pipeline. ## Updated The following is a list of improvements Unity made to the Visual Effect Graph in version 14, embedded in Unity 2022.2. Each entry includes a summary of the improvement and, if relevant, a link to any documentation. ### Timeline integration ![](Images/VFX-WhatsNew14-4.gif) VFX Graph 14 improves the workflow of visual effects in Timeline. You can use the new VFX Animation clip to scrub through and control VFX Graph [Events](Events.md). You can also control how the effect reinitializes and pre-warm the effect. For more information, see [Timeline](Timeline.md). ### Skinned mesh sampling ![](Images/VFX-WhatsNew14-5.gif) In VFX Graph 14 improves aspects of the Skinned Mesh Renderer Sampling based on your feedback in the following ways: - You can now retrieve the position velocity directly in the **Sample Skinned Mesh** Operator. - You can orient particles in the transform, defined by the sampled tangent and normal. - Root bone transform options are now integrated into the block or operator, which means you don’t need to use a property binder. ## Fixed For information on issues resolved in version 14 of the Visual Effect Graph, embedded in Unity 2022.1, see the [changelog](../changelog/CHANGELOG.html).