


Use UNITY_FRAMEBUFFER_FETCH_AVAILABLE macro in shaders to conditionally enclose that. If you have a pixel shader with an "inout" color, it gets translated to use shader framebuffer fetch on GLES2/GLES3/Metal. Shaders: Support for GL_EXT_shader_framebuffer_fetch.Shaders: MRT support on OpenGL ES 2.0 via GL_EXT_draw_buffers.Shaders: Added UNITY_NO_SCREENSPACE_SHADOWS, UNITY_NO_RGBM, UNITY_NO_DXT5nm macros better to check for these instead of hardcoding checks for "GLES or GLES3" and similar.iOS/IL2CPP: Optimize methods that use string literals and memory used for string literals.NET classes: for ThreadPool, Asynchronous Sockets, WebRequest. iOS/IL2CPP: Disabled Script Debugging option when building iOS projects with IL2CPP scripting backend.

iOS/IL2CPP: Added support for async delegates (BeginInvoke/EndInvoke).iOS: Allow to set compile flags for already existing files in Xcode API.PlayerSettings.bundleVersion can now be used for full incremental build version and is linked to CFBundleVersion. iOS: Added PlayerSettings.shortBundleVersion which is linked to the CFBundleShortVersionString stored in the ist file this relates to short public version string.iOS: Added launch screen support for iPhones.Documentation: Updated documentation for iOS 64-bit and UI.Documentation: Fixed broken links, particularly in UI docs.BlackBerry: Passport device now supports landscape orientation.Asset Loading: Added names of affected assets to the error message when a hash collision occurs while generating asset bundles.You can force graphics to be OpenGL ES 2.0/3.0 only in player settings. By default Metal will be used on capable devices.
