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Unity 5.4 & 5.5 新機能キャッチアップ講座
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unitydojo
October 05, 2016
Technology
2
6.4k
Unity 5.4 & 5.5 新機能キャッチアップ講座
Unity 5.4からUnity 5.5で新しく追加された機能を軽く紹介します。
unitydojo
October 05, 2016
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Transcript
6OJUZ 倜堣腉ٍؗحث،حف闌䏟
ࣗݾհ ِصذ؍٥ذؙظٗآ٦ؤ٥آٍػٝ ؿ؍٦ٕسؒٝآص، ؒٞ؋ٝآؑٔأز ؟ه٦ز #MPHذٓءُ٦ٕـؚٗ 5XJUUFS!UTVCBLJ@U 㿊募麦䕕
6OJUZך倜堣腉
1PTU&GGFDUך䓼⻉
Cinematic Image Effect • 如ך垥彊،إحزהז✮㹀ך *NBHF&GGFDU • #JUCBDLFUחג 0QFO4PVSDFד涪⚥
%FQUI0G'JFME
"NCJFOU0DDMVTJPO
4DSFFO4QBDF3FGMFDUJPO
5POFNBQQJOH$PMPS(SBEJOH 0/ 0''
#MPPN
Cinemati Image Effect • Ambient Occlusion • AntiAliasing • Bloom
• DepthOfField • LensAberrations • Motion Blur • ScreenSpace Reflection • Tonemapping ColorGrading
Scene ViewͰImageEffectͷಈ࡞Λ֬ೝ
Motion Vector • أؙٔ٦ٝ♳דؾؙإٕך銲稆ָ וך玎䏝⹛ְַ鎘皾׃ג鎸ꐮׅ • ٌ٦ءّٝـٓ٦װ5FNQPSBM""ך״ֲז 邌植ח⢪欽ׅ
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Motion Vector Field • .PUJPO7FDUPSך⡲䧭כծ .FTI3FOEFSFS⽃⡘ • 鏣㹀ׁגְ㜥さծ .PUJPO7FDUPS⡲儗ח ⵃ欽ׅ
כ0/ַ0''ך鏣㹀ךծ כ1SF0CKFDU.PUJPOה $BNFSB.PUJPOծ0''ָ鏣㹀〳腉
73ワך䓼⻉
Single Path Stereo Rendering • 䊩〸ך湡ח邌爙ׅؔـآؙؑز ♧䏝ךػأדٖٝتؚٔٝ • ⚕滙חٖٝتؚׅٔٝ״ֲז暟 剑黝⻉ׅ堣腉
• *NBHF&GGFDU⢪欽ׅ㜥さծ 㼎䘔ׅⳢ椚ָ䗳銲 植4UBOEBSE"TTFUTךؒؿؙؑزכ㼎䘔幥
VRͷϚϧνσόΠεαϙʔτ
Ⳣ椚ךوٕثأٖحس⻉
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Job System • ύʔςΟΫϧɺεϓϥΠτදݱɺϑϨΞɺϥΠϯɺτϨ Πϧͷදݱͱಉ͡Α͏ʹϚϧνεϨουԽ
(16*OTUBODJOH
GPU Instancing ず♧ًحءُ٥ず♧وذٔ،ٕ (16חֶ격ְ׃ג♧䭍䲽歗ׅ 䎗אַךػًٓ٦ةِص٦ؙחׅ✲ ⳿勻זֻזְ 4LJOOFE.FTI⢪ֲ㜥さכ 䊨㣗ָ䗳銲 ד4QFFE5SFFח㼎䘔 Cדٌغ؎ٕח㼎䘔
…
ٓ؎ذ؍ؚٝ
Final GatherʹϊΠζআڈϑΟϧλʔΛՃ
Light probe Proxy Volume
Light probe Proxy Volume • ϝογϡʹLightprobeͷӨڹΛड͚ΔάϦουΛ࡞Γ ஈ֊తʹӨڹΛड͚ΒΕΔΑ͏ʹ͢ΔΈ ʢ௨ৗ̍ϝογϡʹ͖ͭ̍ͭͷLightprobe͔࣋ͨ͠ͳ͍ʣ • ෦తͳӨڹΛ༩͑ΒΕΔͷͰɺಈతʹஔͨ͠
ΦϒδΣΫτͰ݁ߏ៉ྷʹݟ͑Δ
Light probe add direct lightͷՃ
Shadow Custom Resolution
0QFO(-$PSFך؟ه٦ز
Open GL Core • Shader Model 5 • Compute Shader
• ςοηϨʔγϣϯ • MacͰಈ͘ʢݸਓతʹॏཁ
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Ϗϧυ͍࣌ؒʢͷͰ։ൃMonoਪʣ
ך➭稢ְַ㢌刿
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Playable API • ⽃♧ך،صً٦ءؙّٝٔحف ⱄ欰ׅ • ،صً٦ءّٝ؝ٝزٗ٦ٓ٦♶銲 • ،صً٦ءّٝ؝ٝزٗ٦ٓ٦ず㡦ך ـٖٝس〳腉
• أؙٔفز乼⡲䗳갭
5SBOTGPSNⵖ䖴ך䓼⻉
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খ • SIMD=ίϯϐϡʔλϚΠΫϩϓϩηοαͰฒྻॲཧΛ ߦͳ͏ͨΊͷઃܭ༷ࣜͷҰͭͰɺҰͭͷ໋ྩΛಉ࣌ʹෳ ͷσʔλʹద༻͠ɺฒྻʹॲཧ͢Δํࣜɻ • ଞʹɺཧԋࢉεΩχϯάɺز͔ͭͷॲཧʹ༻
PrefabΛΠϯελϯεԽͯ͠ɺΦϒδΣΫτҎ Լʹஔ͢Δέʔε
OnTransformParentChangedʢ5.3Ҏલʣ ͷঢ়ଶ มΘͬͨ ͷঢ়ଶ มΘͬͨ ͷঢ়ଶ มΘͬͨ
OnTransformChildrenChangedʢ5.4Ҏ߱ʣ ࢠͷঢ়ଶ มΘͬͨ
6OJUZך倜堣腉
倜׃ְ"OJNBUJPO8JOEPX
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৽͍͠εϓϥογϡεΫϦʔϯ • 倜׃ְأفٓحءُأؙٔ٦ٝ • J04"OESPJEך㜥さծ劤勻ך أفٓحءُأؙٔ٦ٝ䖓חㄎל • 1FSTPOBMד㢌刿ָ〳腉 ⡎׃ծך㜥さכ㼭ְׁ6OJUZٗ؞ ׃ֻכ6OJUZٗ؞갫殢ח邌爙ׅ
'VMM#JOBSZ4IBEFS4FSJBMJTBUJPO
Full Binary Shader Serialisation (SBQIJDT"1*ח床ׅءؑ٦ت٦ غ؎شٔה׃ג⥂䭯ծ「ֽ床׃ׅկ ה嫰鯰׃גծ嶊顤ָًٌٔ幾㼰ծ ַאٗ٦سָ넝鸞⻉կ
Standard Shaderͷ࣭ઃఆ 4UBOEBSE4IBEFSךㅷ颵ָ (SBQIJDT4FUUJOHT״鏣㹀⳿勻״ֲחկ ٌغ؎ٕכ➙תד鸐-08䱿㤺 73ぢֽך㜥さծ㜥さח״גכ-08חׅ ך،ַٔ׃זְկ
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倜׃ְ歗⫷ؿؓ٦وحز
ՃͰը૾ϑΥʔϚοτʹରԠ • iOS • ASTC 6x6 ~ 12x12 (ཁA8Ҏ্ͷCPUʣ •
PC • BC7, BC6H
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1735$ "45$Y
%暟椚怴皾ך何葺
Rigidbody2DͷڧԽ • Rigidbody 2DΛఀࢭ ͢ΔSimulatedΛՃ • Simulated͕OFFͷ࣌ ཧԋࢉʹࢀՃ͠ͳ͍
ཧԋࢉʹࢀՃ͠ͳ͍…ͷҙຯ TJNVMBUFE0'' TJNVMBUFE0/
৽͍͠ઃఆʮstaticʯ TUBUJDכ⹛ַזְؔـآؙؑزח鏣㹀 ⹛ַׅ儗כ*T,JOFNBUJD׃ֻכ %ZOBNJDח䗳׆ⴖ剏ִկ SJHJECPEZEך搀ְDPMMJEFSEכ 农럀涸זTUBUJD$PMMJEFS
Cancel Collider 2D ্ͷBoxColliderͱ טΈ߹͏ࣄ͕͋Δ ଟେৎ
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Scene Set ء٦ٝ♧䭍דٗ٦سׅ ؒر؍ة㼔欽⡦佦˘
"TTFU#VOEMF圓眠ך䓼⻉
AssetBundle ߏஙڧԽ MJOLYNM鎸鶢ׇ׆ծأؙٔفز4USJQ׃זְ鏣㹀鷄⸇ׅկ أزٔحفךⴻ㹀כծ.BOJGFTUח鎸鶢ׁגְⰻ㺁罋䣁ׁկ أؙٔفزך#VJME1JQFMJOF#VJME1MBZFSדؽٕس׃㜥さחך㼎䘔 #VJME0QUJPOד.BOJGFTUָ֮ؿٕؓت䭷㹀䗳銲ָ֮կ
"TTFU#VOEMF uGUIΛ͏ uGUIΛΘͳ͍ #VJMU*O uGUI ؚ·ͳ͍ 1MBZFS ⳿⸂
"TTFU#VOEMF uGUIΛ͏ uGUIΛΘͳ͍ #VJMU*O uGUI ؚ·ΕΔ 1MBZFS .BOJGFTU然钠 ⳿⸂
ٌغ؎ٕךٔص،ؕٓ٦㼎䘔
Linear Colorͷઃఆ ⢪欽勴⟝ "OESPJEכ0QFO(-ַא"OESPJE⟃♳ J04כ.FUBMַאJ04⟃♳ד⢪欽〳腉
ٓ؎ٝزٖ؎ٕٖٝتٓ٦䭁䓸
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৭ɺ෯ɾଠ͞ɺ֯ͷؙΊͳͲɺͯ͢εΫ Ϧϓτ͔Β੍ޚՄೳ
1#3ثؑحؙؒر؍ة
Look Devπʔϧ • ،٦ذ؍أزぢֽך ٌرٕ 1SFGBC 然钠خ٦ٕ • 葿ղז橆㞮ח㼎׃ג וֲ鋅ִַ嫰鯰׃ג
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ך➭˘
Gizmo͕ΞτϥΠϯʹมߋ 鼅䫛⚥ךؔـآؙؑزח،ؐزٓ؎ٝ 䖞勻ךٙ؎َ٦ؿٖ٦يח䨱ׅ✲⳿勻 ،ؐزٓ؎ٝך葿㢌ִ
Local Cache Server ٍؗحءُ؟٦غ٦ٗ٦ٕؕח ؎ٝأز٦ٕ فٓحزؿؓ٦يⴖ剏ִ儗װ؎ٝه٦زךꥷծ (6*%הؿؓ٦وحز٥فٓحزؿؓ٦يָ♧荜ׅזלծ ٍؗحءُ״ٔا٦أتؐٝٗ٦سׅկ
"OE/&8
.POPךغ٦آّٝ،حف
Mono 4.6 ʴ C#6 • ݱঢ়ΤσΟλͷΈಈ࡞ • Seen GCಈ࡞͕҆ఆͨ͠Βࡌ͢Δ༧ఆ IUUQTGPSVNVOJUZEDPNGPSVNTFYQFSJNFOUBMTDSJQUJOH
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• Atlas Assets ʢϑΥϧμάϧʔϓͰవΊͯAtlasԽʣ • Axis Distance Sortʢ͉࣠ͰTransparentΛιʔτʣ • Composit
ColliderʢίϥΠμʔͷ݁߹ʣ • Pyscis Shape EditorʢίϥΠμʔ͕Ͳ͏࡞ΒΕΔ͔Λ੍ޚʣ • Tilemap IUUQTGPSVNVOJUZEDPNGPSVNTE FYQFSJNFOUBMQSFWJFX
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Progressive Lighmapper 4DFOF7JFXָ鋅גְ鿇ⴓ⮚⯓׃ג ك؎ؙׅٓ؎زوحػ٦ 㼰׃ך㢌刿然钠ׅךָ㺁僒
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