Using it will print an error and result in the magenta error shader. The Material class constructor Material(string), which was already deprecated, stops working in 5.4. In practice, this means that most of built-in shaders and newly-created shaders, by default, will not work on PC GPUs that are made before 2004. The majority of built-in shaders target 2.5 now: Notable exceptions are Unlit, VertexLit and fixed function shaders. You can still target DX9 SM2.0 and DX11 9.1 feature level with “#pragma target 2.0”. The default shader compilation target has changed to “#pragma target 2.5” (SM3.0 on DX9, DX11 9.3 feature level on WinPhone). Properties of this kind, serialized with the Material are no longer able to set array elements (but if any uniform array’s name is suffixed by a number it still works). _Colors0, _Colors1) in both Material and MaterialPropertyBlock. The old way of using number-suffixed names for referring to individual array elements is deprecated (e.g. These new APIs allow arrays up to 1,023 elements. Now there is “native” support for float/vector/matrix arrays in shaders (via MaterialPropertyBlock.SetFloatArray, Shader.SetGlobalFloatArray etc.). In Unity 5.4, the way arrays of shader properties are handled has changed. However, after the import the shaders will not be usable in Unity 5.3 or earlier, without manually renaming the variables. The variable references will be automatically renamed in. _WorldToCamera, _CameraToWorld, _Projector, _ProjectorDistance, _ProjectorClip and _GUIClipTextureMatrix are now all prefixed with unity._LightMatrix0 is now unity_WorldToLight._World2Shadow is now unity_WorldToShadow, _World2Shadow1 is unity_WorldToShadow etc._Object2World and _World2Object are now unity_ObjectToWorld and unity_WorldToObject.More info See in Glossary variables were renamed for consistency: Shaders: Renamed variablesĪ number of built-in shader A program that runs on the GPU. The 5.4 Standard Assets have been upgraded to reflect this change. More info See in Glossary: ImageEffectAllowedInSceneView. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. A new attribute exists for applying effects to the Scene view An interactive view into the world you are creating. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. Scene View: Tone mapping not automatically appliedĪn image effect with the ImageEffectTransformsToLDR attribute will no longer be applied directly to the Scene A Scene contains the environments and menus of your game. Unity 5.2 and 5.3 projects that use UnityWebRequest will have to be updated. The WebRequest interface has been promoted from to UnityEngine.Networking. Networking: WebRequest no longer experimental Networking: Multiplayer Service API changes When upgrading projects from Unity 5.3 to Unity 5.4, there are some changes you should be aware of which may affect your existing project.
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