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Grab your virtual toolkit - we're about to journey through the wonderful world where imagination dances with pixels, and dreams become digital reality. Buckle up, future VFX virtuoso - this ride through the pixels is about to get exciting! It's not just the fancy pixels or mind-bending effects - it's the stories they tell!
Rendering engineers are rare to find, so this can be a starting point. Ability to convert a Spatial Shader (or Shader Graph) to code in a single click, to customize it or learn how it works. On objects that provide their own baked AO, this value is harcoded to 0, to avoid SSAO from interfering with them. which looks really bad.
Notable changes are in-editor class reference translations (so far Chinese (Simplified), Spanish, and some French), some new rendering features (high quality glow mode, 3D point light attenuation option), and a number of C# marshalling fixes. Rendering: Add new 3D point light attenuation as an option ( GH-52918 ).
Rendering: Add new 3D point light attenuation as an option ( GH-52918 ). Android: Implement per-pixel transparency ( GH-51935 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). LineEdit: Double click selects words, triple click selects all the content ( GH-46527 ).
Rendering: Add new 3D point light attenuation as an option ( GH-52918 ). Android: Implement per-pixel transparency ( GH-51935 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). LineEdit: Double click selects words, triple click selects all the content ( GH-46527 ).
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