unity5.6.5_5.6现在可用并完成了Unity 5周期

unity5.6.5

Our latest release, and the final installment in the Unity 5 cycle, includes the Progressive Lightmapper preview, new Light Modes, Vulkan support, a new video player, support for Facebook Gameroom, Google Daydream and much more.

我们的最新版本以及Unity 5周期的最后一部分,包括渐进式Lightmapper预览,新的灯光模式,Vulkan支持,新的视频播放器,对Facebook Gameroom,Google Daydream的支持等等。

Unity 5 launched two years ago at GDC 2015, and today we conclude the cycle with the release of 5.6. We hope that your projects will benefit from the many features and improvements that it includes.

Unity 5于两年前在GDC 2015上发布,今天我们以5.6的发布结束了这一周期。 我们希望您的项目将从其包括的许多功能和改进中受益。

Get Unity 5.6 now here for existing users, and here if you’re new to Unity!

现在,这里为现有用户提供 Unity 5.6,如果您不熟悉Unity ,也可以在这里获取!

简而言之Unity 5.6亮点 (Unity 5.6 highlights in short)

Massive lighting improvements 5.6 includes the Progressive Lightmapper preview, which provides immediate feedback when trying out different lighting scenarios, and much faster iteration compared to the current Enlighten solution. 5.6 also offers Light Modes, which allow for various ways of mixing real time and baked lighting for static and dynamic objects.

大规模照明改进 5.6包括Progressive Lightmapper预览版,在尝试不同的照明场景时可提供即时反馈,并且与当前的Enlighten解决方案相比,迭代速度更快。 5.6还提供了灯光模式,该模式允许将静态和动态对象的实时和烘焙光照混合在一起的各种方式。

Improved graphics performance GPU Instancing, which enables new kinds of effects where many similar objects are needed at a very low performance cost, has been improved with support for Procedural Instancing. And with the addition of Compute Shaders for Metal, you can now add more details to your games by tapping into the raw power of the chipsets on Apple iOS and macOS.

改进的图形性能 GPU实例化支持过程实例化,从而改进了 GPU实例化,从而可以以非常低的性能成本实现需要许多相似对象的新型效果。 通过添加用于金属的计算着色器,您现在可以通过利用Apple iOS和macOS上芯片组的原始功能为游戏添加更多细节。

Vulkan support Vulkan support brings increased speed while reducing driver overhead and CPU workload; this leaves the CPU free to do additional computation or rendering and saves on battery life for mobile platforms.

Vulkan支持 Vulkan支持可提高速度,同时减少驱动程序开销和CPU工作量; 这使CPU可以自由进行其他计算或渲染,并节省了移动平台的电池寿命。

Massive update to Particle System 5.6 greatly extends the range of particle effects to give more options and control to the user. This update also significantly improves Particle System performance.

对粒子系统 5.6的大规模更新极大地扩展了粒子效果的范围,为用户提供了更多选择和控制。 此更新还大大提高了粒子系统的性能。

New Video player A new multi-platform video player enables playback of 4k video allows you to build 360-degree video VR experiences.

新的视频播放器新的多平台视频播放器可播放4k视频,使您能够构建360度视频VR体验。

Navigation system improvements Improved AI and Pathfinding tools–also referred to as the NavMesh system–expand the possibilities to manipulate multiple nav meshes and agents. And, new tools for procedurally generated or dynamically loaded content enable a whole new set of use cases and gameplay options for character navigation.

导航系统的改进改进的AI和寻路工具(也称为NavMesh系统)扩展了操纵多个导航网格物体和代理的可能性。 而且,用于程序生成或动态加载内容的新工具可为角色导航提供全新的用例集和游戏选项。

New 2D tools and improvements Unity 5.6 adds a whole set of 2D features that give you more control and make it easier to create complex 2D objects. New features for 2D physics enable new kinds of gameplay and effects, including fully featured particle effects interacting with 2D objects.

新的2D工具和改进 Unity 5.6添加了整套2D功能,这些功能使您能够更好地控制并更轻松地创建复杂的2D对象。 2D物理的新功能实现了新的游戏玩法和效果,包括功能齐全的粒子效果与2D对象进行交互。

TextMesh Pro One of the top performing tools on the Unity Asset Store is now available for free to users of 5.3+ and will be soon be natively integrated into Unity. TextMesh Pro features advanced text rendering with dynamic visual text styling, along with greatly improved control over text formatting and layout.

TextMesh Pro Unity Asset Store上性能最好的工具之一,现在对5.3+的用户免费提供,并将很快与Native集成。 TextMesh Pro具有具有动态可视文本样式的高级文本呈现功能,并大大改善了对文本格式和布局的控制。

Performance Reporting and debugging improvements In addition to exception reports, Performance Reporting now collects native crashes for iOS. Physics debug visualization and profiler improvements make it easier to find the source of performance issues in the game.

性能报告和调试改进除了性能报告以外,性能报告现在还可以收集iOS的本机崩溃。 物理调试可视化和Profiler改进使在游戏中更容易发现性能问题的根源。

New platforms With 5.6, you can seamlessly publish to Facebook Gameroom, as well as Google Daydream and Cardboard for Android and iOS. Nintendo Switch support is also available now.

新平台借助5.6,您可以无缝发布到Facebook Gameroom,以及适用于Android和iOS的Google Daydream和Cardboard。 Nintendo Switch支持现在也可用。

Unity Collaborate (Beta) We added new options when publishing changes for finer control of your Collaborate projects.

Unity Collaborate(Beta)我们在发布更改时添加了新选项,以更好地控制您的Collaborate项目。

Experimental support for WebAssembly In 5.6 we bring experimental support for WebAssembly, a new cross-browser technology designed to help improve the Unity WebGL experience.

对WebAssembly的实验性支持在5.6中,我们为WebAssembly带来了实验性支持,WebAssembly是一种新的跨浏览器技术,旨在帮助改善Unity WebGL体验。

5.6中有什么新功能? (What’s new in 5.6?)

Progressive Lightmapper (preview) One of the most notable 5.6 features is the new path tracing-based solution, the Progressive Lightmapper. It allows for fast iteration on baked lighting and an ETA. In 5.6 it’s available as a preview feature.

渐进式Lightmapper(预览版) 5.6最著名的功能之一是基于路径跟踪的新解决方案渐进式Lightmapper。 它允许在烘焙照明和ETA上进行快速迭代。 在5.6中,它可用作预览功能。

We wanted to create a solution that not only gives great results for baked lights, but also offers lighting artists an improved workflow, including the ability to iterate quickly and predictably.

我们希望创建一个解决方案,该解决方案不仅可以为烤灯带来出色的效果,还可以为照明艺术家提供改进的工作流程,包括快速且可预测地进行迭代的功能。

In previous Unity releases, changes to the scene required a new bake and the results could only be shown when the bake was done. In 5.0, Enlighten allowed Unity to provide a preview of the final bake using precomputed realtime GI. It gave you an idea of how the bounced light would look, but the final result could deviate from the intermediate one.

在以前的Unity版本中,对场景的更改需要重新烘焙,并且仅在烘焙完成后才能显示结果。 在5.0中,Enlighten允许Unity使用预先计算的实时GI预览最终烘烤。 它使您了解了反射光的外观,但最终结果可能会偏离中间的光。

Changes to lights, emissive materials and albedo values could be previewed straight away. However, changes to geometry still required a rebake, during which you got no feedback.

可以立即预览灯光,发光材料和反照率值的变化。 但是,更改几何形状仍需要重新烘烤,在此期间您没有任何反馈。

When iterating on baked shadows, for example, or the level of bounced lighting, waiting minutes, or even longer, between iterations can be very frustrating. This ultimately reduces the number of iterations one can do in a given amount of time. As a consequence, it limits the quality you can achieve with your baked lighting. With the Progressive Lightmapper you will get almost immediate feedback. A noisy result at first, but it rapidly improves directly in the Scene View, allowing for higher quality and more freedom of artistic expression.

例如,当在烘烤的阴影或灯光反射的水平上进行迭代时,迭代之间的等待时间甚至更长的时间可能会非常令人沮丧。 这最终减少了在给定时间内可以执行的迭代次数。 因此,它限制了您使用烘焙照明所能达到的质量。 使用Progressive Lightmapper,您几乎可以立即获得反馈。 最初会产生嘈杂的结果,但可以直接在“场景视图”中快速改善,从而可以提供更高的质量和更大的艺术表达自由。

The preview label will be removed once we reach feature parity with the Enlighten-based lightmap baking solution. This will happen during the 5.6 cycle. Support for Light Modes, baked LODs, and reduced memory usage is coming as soon as possible.

一旦我们与基于Enlighten的光照贴图烘焙解决方案达到功能对等时,将删除预览标签。 这将在5.6周期内发生。 即将开始支持轻量模式,烘焙的LOD和减少的内存使用。

New Light Modes replace Mixed mode lighting

新的照明模式取代了混合模式照明

Light Modes are replacing Mixed mode lighting, which make it possible to combine baked lighting with real time lighting, including proper handling of baked and realtime shadows. We provide several presets to cover a wide range of scenarios, including fully realtime GI lighting, partially baked lighting, and fully baked lighting. We have added the ability to bake shadowmasks, providing “past realtime shadow distance” shadows. This greatly reduces realtime shadow distance for increased performance. Higher visual fidelity is also achieved as far distance shadows are supported along with realtime specular highlights. Realtime shadow fade out has been added for every light type and rendering path, and the transition to shadowmasks from realtime shadows is seamless.

灯光模式正在取代混合模式照明,这使得将烘焙照明与实时照明相结合成为可能,包括正确处理烘焙阴影和实时阴影。 我们提供了多种预设来覆盖各种场景,包括完全实时GI照明,部分烘焙的照明和完全烘焙的照明。 我们增加了烘焙阴影蒙版的功能,可提供“过去的实时阴影距离”阴影。 这样可以大大减少实时阴影距离,从而提高性能。 通过支持远距离阴影以及实时镜面高光,还可以实现更高的视觉保真度。 已为每种光源类型和渲染路径添加了实时阴影淡出功能,并且从实时阴影到阴影蒙版的过渡是无缝的。

Mixed lights Light Modes:

混合灯光灯光模式:

  • In Baked Indirect mode, Mixed lights behav

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