Unity3D 2018 official version is an efficient and professional 3D game development engine tool. Unity3D 2018 official version is convenient and practical. It is known as the best AR and VR development software. It is also the best unity editor on the Internet. Unity3D 2018 software functions Powerful, it can help users easily create things such as 3D video games, architectural visualization, real-time 3D animation, etc.
Unity3D 2018 software features
1. Scriptable Render Pipeline Scriptable rendering pipeline
Scriptable Render Pipeline The scriptable rendering pipeline is a way of configuring and executing rendering in Unity, controlled by C# scripts. Compared with Unity's traditional rendering method, this is a huge improvement, completing the transformation of rendering control from hard-coded to fully project-driven.
Currently Unity provides a large number of rendering configurations, such as forward rendering and deferred rendering. These pipelines are fixed and cannot be changed, and have many disadvantages:
1. Rendering issues cannot be fixed or bypassed.
2. Because it may need to handle all use cases, the pipeline is too large and complex.
3. It is difficult to add state-of-the-art effects due to obsolescence and complexity.
In order to solve these problems, we are experimentally developing the SRP API in Unity 2017. This feature has now entered the Unity 2018.1 beta version. We believe that SRP can not only solve these problems, but is also very simple and easy to use for developers. With SRP, we no longer need to provide a single rendering pipeline that tries to do everything for everyone. The SRP API opens Unity's rendering interface, allowing flexible control using C# scripts. Developers can write custom renderers based on the specifics of their project.
Imagine designing a custom rendering pipeline by combining modules. Each module is a well-defined function that is easy to test, improve, and maintain. This is how the Scriptable Render Pipeline works. Not only does this make Unity more accessible to developers, it also allows us to add new modules to the engine’s toolbox, giving users quick access to the latest rendering capabilities.
In Unity 2018.1, we have provided users with two rendering pipelines. Not only can they be used directly, but they can also be used as a reference for developers to build custom rendering pipelines.
1. Lightweight Rendering Pipeline: A rendering pipeline specially designed for mobile devices and platforms that do not require computing shaders.
2. High Definition Rendering Pipeline: a modern high-fidelity renderer used to support game development on the Shader Model 5.0 (DX11 and above) platform.
2. Lightweight Rendering Pipeline lightweight rendering pipeline
LT RP is designed for speed and better scaling to low-end hardware. It is a forward-based renderer that scales well from mobile to VR and PC.
Lightweight Pipeline is a Scriptable Render Pipeline available in Unity 2018.1. It adopts a single-pass forward rendering that eliminates lighting for each object. Its advantage is that all lighting shading is completed in a single pass. In comparison, Unity's vanilla forward rendering makes an extra pass for each pixel lighting, and using the LT pipeline produces fewer draw calls at the expense of a slight increase in shader complexity.
The lightweight rendering pipeline supports up to 8 lights per object and only supports a subset of Unity's built-in rendering features.
3. HD Rendering Pipeline HD rendering pipeline
HD Rendering Pipeline is a Scriptable Render Pipeline available in Unity 2018.1. HDRP is a modern rendering pipeline designed with PBR, linear lighting, and HDR lighting in mind. It is built using a configurable hybrid tile/cluster deferred/forward lighting architecture.
HDRP adds features to Unity's built-in functionality, with improved options for lighting, reflection probes, and standard materials. It provides advanced materials such as Anisotropy, Subsurface scattering, Clear Coating, and support for advanced lighting, such as Area lights.
4. Post-processing Stack v2 post-processing special effects package
The Post-processing Stack has been improved to provide better effect quality and automated volumetric blending. Its powerful rewrite stack and flexible framework allow developers to write and distribute custom effects. It is compatible with lightweight rendering pipeline, high-definition rendering pipeline, and built-in rendering pipeline.
5. Unity Shader Graph shader view
In the past, only people with programming skills could create shaders in Unity. In Unity 2018, we're changing that!
Developers can use the Shader Graph shader view to visually build shaders. Instead of writing code by hand, create and connect nodes in a graph network. The graphics framework provides real-time feedback on these changes and is simple enough for new users to get started with shader production immediately.
The Shader Graph shader view system can be used with LT and HD rendering pipelines, and can also be extended to be used with any other custom rendering pipeline. It has an open architecture and custom nodes can be written.
Unity3D 2018 Features
1. New rendering architecture: Scriptable Render Pipeline
As part of the Unity 2018.1 release, we will introduce a new real-time rendering architecture option Scriptable Render Pipeline, or SRP for short. We will iteratively add new features and continuous improvements with each new version. SRP enables developers and technical artists to take full advantage of the performance of modern hardware and GPUs without having to delve into millions of lines of C++ engine code. SRP is an extensible and powerful option to easily customize the rendering pipeline through C# code and material shaders.
We will provide ready-made templates that can take advantage of SRP, starting from lightweight (Lightweight) and high-definition (High-Definition) pipelines and optimized for different scenarios. The lightweight target scenario is a general cross-platform scenario, while the high-definition target scenario is a scenario with more ambitious graphics targets, that is, high-performance platforms such as high-end PCs and consoles.
SRP is currently in an experimental stage, and you can of course continue to use the built-in rendering pipeline and its different configuration options.
2. Shader Graph, a visual programming tool for shaders
Shader Graph, a shader visual programming tool designed to cooperate with SRP, helps developers, artists, etc. build visual shaders. Instead of writing code by hand, you can design and debug shaders by creating and connecting nodes in a graph network, with previews every step of the way.
In the next release of Unity 2018.1 Beta, we will integrate these elements into a user-friendly workflow for creating and using projects. But if you're eager to try it out, we've created a simple example using SRP, which is built on a lightweight pipeline and includes shader graphics tools. You can download the sample project and open it with Unity 2018. 1 beta version to start exploring new features!
3. C# Job System
In the Unity 2018.1 beta version cycle, we will also make the C# Job System and the experimental Entity Component System available. This will make it easier to write safe multi-threaded code and improve performance.
4. Changes in system requirements
1. Built-in support for Substance Designer material import in the editor is removed in Unity 2018.1 beta, but you can still use the external importer provided by Allegorithmic to import and use Substance Designer materials in your project.
2. Removed support for Wii U.
3. Removed support for Windows XP in the standalone player build. Windows Vista is now the oldest operating system supported by Windows Standalone Player.
4. We have also dropped support for MonoDevelop-Unity, which means that Visual Studio is now the recommended and supported C# editor on MacOS and Windows systems.
5. Because Visual Studio for Mac requires MacOS 10.11, the Unity editor’s requirement for MacOS system has also changed to MacOS 10.11.
5. Gradually remove the old particle system
Starting with Unity 2018.1, we will gradually remove the old particle system. Our goal is to completely remove the old particle system in Unity 2018.2. It was replaced in Unity 3.5 by a new system, Shuriken, and is completely deprecated starting in Unity 5.4. Our analysis showed that its usage was almost zero, which led to the decision to remove the old particle system.
If this affects you, you can try to automate the conversion by porting your old particle systems to Shuriken or using our auto-upgrade script.
You can find some examples of the latest particle system improvements in Unity 2017.3 in "Unity 2017.3 Particle System Improvements".
6. Future Outlook
As with any beta project, you'll get early access to features that are still under development. But that also means that the version of Unity you will experience is less stable than the final version. Participating in the testing process is easy. Just visit our beta area, read the guide and download the installer to get Unity 2018.1 beta.
We also encourage you to sign up for the beta tester email list below. After registering you will be notified when new versions are available, as well as tips on how to become an effective tester. The Unity 2018.1 beta version is free for all Unity users, including Personal Edition users. In the Release Notes area, you can find a complete list of all new features, improvements, and bug fixes in the current release.
Unity3D 2018 installation instructions
1. Download the Unity3D 2018 official version software package from Huajun Software Park, double-click to run "UnityDownloadAssistant-2018.2.4f1.exe" to start the installation, as shown in the figure, click next
2. Check I accept the terms of the license agreement and click next.
3. Select the components and features to install and click next.
4. As shown in the figure, click the Browse button to select the download directory and installation directory. After selecting, click next.
5. Wait for the download and installation to complete
Unity3D 2018 update log
Release Notes
repair
(1074081) - 2D: Fixed rendering of grid components in hexagonal cell layouts on some AMD Radeon cards.
(1066715) - 2D: Fixed MonoStringNew crashing when entering play mode after reopening the project and loading assets.
(921228) - AI: Added warning about creating or loading more than 65535 auto-generated OffMeshLinks in a static scene NavMesh.
(944759) - AI: Removed assertion for expression "verts.size() > 0".
(1053433) - Animation: Fixed broken transition clearing controller parameter value.
(1061326(1025425)) - Asset Import: Fixed bug with scriptedImporter switching to a different scripted importer: pre-imported assets would continue to try to use the old importer.
(1074400) - Editor: Fixed Metal Editor performance regression when running on macOS Mojave with Metal API verification enabled.
(1016861) - Editor: Fixed startup crash on CPUs that do not support AVX instructions. (Linux version).
(1025713) - Graphics: Fixed OpenGL ES 3.1 + AEP detection on Android.
(1074400) - Graphics: Fixed Metal editor performance regression when running on macOS Mojave with Metal API verification enabled.
(1074413) - Graphics: Initial support for using MTLHeap, fixed tessellation performance regression when running on macOS Mojave.
(1064723) - IL2CPP: Fixed an issue that allowed debugger stack frame data to get out of sync with the debugger thread and cause a crash when debugging the IL2CPP player.
(1070548) - IL2CPP: Prevent errors during code conversion when both pinned and unpinned pointer types are used as local variables and the debugger is enabled.
(none) - IL2CPP: Fixed unhandled exception in IL2CPP. Add support for pointer types when executing initobj instructions.
(1023109) - iOS: Fixed crash when publishing when using storyboard launch screen on iOS.
(none) - OSX: Fix build system diabling new input system.
(1071429) - PS4: Fixed terrain trees on billboards on PSVR.
(1049901) - PS4: Fixed incorrect hash generation for shader compiler hashes.
(1066638) - SceneManager: Fixed possibility for user to set DontDestroyOnLoadScene active.
(none) - UI: Fixed RectTransform DrivenProperty fields not being deleted when deleting the driver object/value.
(None) - Universal Windows Platform: Fixed "SplashScreen is missing" error when deploying UWP apps with Visual Studio 15.8.
(1073029(1071331)) - Universal Windows Platform: Fixed "SplashScreen is missing" error when deploying UWP applications with Visual Studio 15.8.
(1057185) - Web: UnityWebRequest: Fixed handling of 300 redirects without Location header.
(1076485(988420)) - XR: Fixed 360 stereo capture where left and right eye images were swapped in the stereo equivalency map after calling the ConvertToEquriect API.
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