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Unity 5.4.2f2
Unity 5.4.2f2






  1. UNITY 5.4.2F2 INSTALL
  2. UNITY 5.4.2F2 ANDROID
  3. UNITY 5.4.2F2 CODE

  • Particles: New Trigger Module, including:.
  • 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








    Unity 5.4.2f2