ここでは、Unity の以前のバージョンからアップグレードするときに、既存のプロジェクトに影響を与える可能性のある Unity 2017.3 の変更点を列挙します。
例えば、以下が含まれます。
再ベイクを必要とするデータ形式の変更
既存の関数、パラメーター、コンポーネント値などの目的や挙動の変更
関数や機能の廃止 (代替は提案されます)
Lightmap intensity & emissive Materials in Enlighten
A bug introduced in 2017.2 increased the intensity of lightmaps generated for Scenes with static Meshes that have emissive Materials. This was the same for both baked and real-time emissive Materials. This has now been fixed in 2017.3 so the intensity is now similar to how it was in 2017.1.
This change affects any projects you have built in 2017.2 and then upgrade to 2017.3 or newer.
PassType.VertexLMRGBM has been deprecated
In Unity 2017.3, the shader pass VertexLMRGB is ignored. For example:
Tags { "LightMode" = "VertexLMRGBM" }
代わりに、DecodeLightmap シェーダー機能を使って VertexLM シェーダーパスを使用可能に、または、アップデートします。DecodeLightmap シェーダーは全タイプのライトマップエンコードをサポートします。ビルトインモバイルシェーダーも、今では、DecodeLightmap のシェーダー機能を使用します。
デスクトッププラットフォームで Mobile や VertexLit などのビルトインモバイルシェーダーを利用する以前に作ったプロジェクトでは、ライティング出力が変わる場合があります。なぜなら、RGBM エンコード値の最大範囲が [0, 8] から [0, 5] へ変更されたからです。
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