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The has been published to their website today. This version continues their work on Scriptable Render Pipelines, including their own Lightweight Render Pipeline (LWRP) and High Definition Render Pipeline (HDRP) implementations. Both are still considered a preview, but the aim is to replace the standard shader with two optimized graphics pipelines, one tuned for performance (mobile, VR, and extra performance on higher-end devices) and one tuned for high-end effects (multiple aligned transparent objects, reflections, etc.). This splits Unity’s customer base from “one-size-fits-all-sort-of” to two sizes, although developers can also create their own scriptable render pipeline. This will let them tune the graphics pipeline to whatever their game is, although it seems to mean that they will need to make a lot of their own graphics technologies if they do. (This seems clearly targeted at mid- to large-sized studios, but that’s just my opinion.) Of course, they can also continue to use the standard shader, but some Unity talks has already suggested that not all new features will come to the old pipeline. 2018.2 also continues development of the C# Job System, ECS design pattern, and their Burst compiler. A separate announcement – that it is now available as an official preview package.