Originally scheduled for March but released as a Public Beta instead, and two months after Unity Technologies announced another confusing shake up to their licensing options, Unity 5.4 is released!
The Labs flythrough represents improved graphics capabilities in Unity 5.4, including improved shading, multithreaded rendering improvements, and cinematic image effects – including Screen Space Raytraced Reflections (SSRR), Tonemapping, Color Grading, Antialiasing (SMAA), and Depth of Field. Another important feature is the addition of motion vector support. Motion vectors track frame-to-frame motion at pixel level, and can be utilized in post-processing effects such as motion blur and temporal anti-aliasing.
New Features and Improvements include:
– Graphics & rendering performance improvements:
–– Better multithreaded rendering
–– Fewer draw calls with GPU Instancing – available on Windows, OSX, Linux, PlayStation 4, and Xbox One
–– Improved low level graphics features: texture arrays, compute shaders, and more
– Thanks to sizing controls, a new trigger module, and better lighting with Light Probe Proxy Volumes
– (LPPV) particles are now more customizable.
– In-engine support for motion vector rendering
– VR Improvements: more built-in multiplatform VR support and better performance
– IL2CPP for Android is now an officially supported platform (previously it was labelled ‘experimental’)
– The editor now supports Mac Retina displays (Windows HiDPI support is in the pipeline) and we’ve added a zoomable game view function (OSX & Windows)
– Cloud Build setup is now available from the within the editor.
– Performance Reporting is now fully integrated in the editor, 1-click activation without plugins or code
– A major Analytics feature update with Raw Data Export, Heatmaps, Livestream, and Ads data in the dashboard
– In-App Purchasing now supports the Amazon Appstore
– Web Player and PS3 Build target options have been removed along with iOS 6 support (we now support iOS 7.x and above)
More info on the Unity Blog: