![]() Graphics: Fast texture copies via Graphics.CopyTexture.Supports DX11/DX12 with SM 4.0 and up on Windows, OpenGL 4.1 and up on Windows/OSX/Linux, PlayStation 4 and Xbox One.Set per-instance shader properties from script via MaterialPropertyBlock.Supports both custom vertex/fragment shader and surface shader. 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.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. ![]() This can be enabled / disabled in the Scene View Effects menu. This will copy the Image Effect from the main camera onto the Scene View camera. Graphics: Added ImageEffectAllowedInSceneView attribute for Image Effects.GI: Occlusion of the strongest mixed mode light is now stored per light probe.Requires shader model 4 (DX11+/PS4/XB1/GLCore).This 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).
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