OSX: Unity Editor supports Mac Retina displays now (mostly for improved text and icon rendering).
UNITY 5.4.2F2 CODE
Kernel: The Transform component has been rewritten using SIMD and a cache-friendly data layout, so the code is now faster for many use cases.
UNITY 5.4.2F2 INSTALL
iOS: Added support for ODR (On Demand Resources) initial install tags.
UNITY 5.4.2F2 ANDROID
IL2CPP: Android support for IL2CPP is now official (previously 'experimental').
Catalog is configured via the Unity Analytics dashboard. When set, Unity IAP will fetch your catalog of products for sale from the Unity cloud.
A 'useCloudCatalog' boolean has been added to.
Here they are used in the Adam demo for terrain shading:.
Requires shader model 3.5+ platform (DX11/DX12 on Windows, GLCore Mac/Linux, GLES3+, Metal, PS4, XboxOne).
See Keijiro Takahashi's example of vector field visualization KinoVision.
Utilized in the current beta of Unity Cinematic Image Effects.
Requires RGHalf render texture format support.
See the API docs for Renderer.motionVectors, pthTextureMode, SkinnedMeshRenderer.skinnedMotionVectors, PassType.MotionVectors, and DepthTextureMode.MotionVector.
Motion vectors track the screen space position of an object from one frame to the next, and can be used for post process effects.
Graphics: Motion vector rendering support.
In addition to multithreaded rendering, overall CPU graphics performance should be better in 5.4.
Best results with modern graphics APIs like DX12.
Currently implemented on PC (Win/Mac/Linux/WindowsStore), PS4, XboxOne.
See "Graphics Jobs" option in player settings (off by default, still considered experimental).
Compared to current dual-thread rendering (main thread + rendering thread), this splits up rendering logic into concurrent "graphics jobs" that run on all available CPU cores.
Graphics: Improved multithreaded rendering:.
Set per-instance shader properties from script via MaterialPropertyBlock.
Supports custom vertex/fragment shader and surface shaders.
Only needs a few changes to your shader to enable it for instancing.
Works with MeshRenderers that use the same material and the same mesh.
Use GPU instancing to draw a large amount of identical geometries with very few draw calls.
Requires shader model 4+ platform (DX11/DX12 on Windows, GLCore 4.1+ on Mac/Linux, PS4, XboxOne).
It will sample probes into a 3D texture and use that in the shader.
This component allows using more than one light probe sample for large dynamic objects (think large particle systems or important characters).
GI: Added de-noising filter to baked final gather.
Editor: Optional "strict mode" when building projects and AssetBundles, which will fail the build if any errors (even non-fatal ones) are reported during the build process.
Release notes 5.4.0f3 Release Notes (FULL) Features