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Seamless cubemap option that makes sure edges of faces match up.New Generate Cubemap texture import option that creates a cubemap from vertical/horizontal cross or row/column of images.Color Correction Curves now supports (de)saturation and has a fix for color key correction.Edge Detection (Geometry) effect got ability to interact nicely with other depth-based effects (DOF, Motion Blur etc.) with new "Sobel Depth Thin" mode.Color Correction LUT effect that uses a 3D texture to do arbitrary color correction.New "High Quality" mode simulates aberration, glint, better treatment of high frequency parts. Bloom, an improved version of Bloom and Lens Flares.Noise and Grain does a fancier film noise simulation (also has a DX11-optimized mode).Has DX11-optimized mode for better quality. Camera Motion Blur, does what it says: camera motion based motion blur.Has a DX11 mode that splats bokeh sprites on the bright spots. Depth of Field (Scatter), an improved version of existing Depth of Field 3.4 effect.Simple html-style text markup support to have multiple font sizes, styles and colors in a string in UnityGUI, GUIText & TextMesh.Dynamic font rendering on all platforms (including mobiles) with identical results (via FreeType).On Android, requires Honeycomb of later OS.Most notably, Tegra 2/3-based devices do not support it. Requires GL_OES_depth_texture extension.Only directional lights, no shadow cascades, no soft shadows.Currently no way to import them, but you can create them from script (Texture3D) and use them in shaders (sampler3D and tex3D). Added built-in shader Nature/Terrain/Bumped Specular added "normal map" texture slot to terrain splat maps added Material field under terrain settings. Terrain: Normal map & custom shader support for Terrain.Official support will be provided for 32 or 64-bit Ubuntu Linux, version 10.10 (Maverick Meerkat) or newer, with graphics cards using vendor-supplied drivers.Standalone players will run on most modern Linux systems with vendor-supplied graphics drivers.Do this by running 'chmod +x' on the executable or right clicking and selecting "Allow to run as application". After building a Linux player on Windows, you will first need to make the binary executable on Linux before being able to run it.Select "Linux" from the Target Platform list in the Build Settings.Export a standalone player for 32-bit (x86) or 64-bit (x86_64) Linux.“Tessellation Shaders” standard package has several shaders that use DX11 tessellation.New image effects take advantage of DX11: Depth of Field, Camera Motion Blur, Noise.See “Using DirectX 11” page in the documentation.Editor will have “” in the title bar when it is in DX11 mode. Player Settings has "Use DX11" option when it it set the editor and player will try using DX11.CBUFFER_END macros to markup separate constant buffers. In shaders, can optionally use CBUFFER_START(name).Fill them as "random write" textures from a compute or pixel shader. 3D RenderTextures (RenderTexture.isVolume, volumeDepth).DX11-specific RenderTexture formats: RenderTextureFormat.R8, ARGBInt, RGInt, RInt.Graphics.DrawProcedural & DrawProceduralIndirect.Graphics.SetRandomWriteTarget, RenderTexture.enableRandomWrite. Render textures with "random write" access ("UAVs" in DX11 lingo).Can use them in compute shaders and regular shader model 5.0 shaders (Material.SetBuffer, Shader.SetGlobalBuffer). ComputeBuffer scripting API ("structured buffers" in DX11 lingo).Compute shaders (*.compute files, ComputeShader in scripts).#pragma geometry, hull, domain in shader files. Geometry shaders (require DX10 GPU) and hull/domain shaders (require DX11 GPU).
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