Posts by Aras Pranckevičius
In Unity 5 we've been adding many user-visible graphics features (new Standard shader, realtime global illumination, reflection probes, new ... Read more
A story about a million shader variants, optimizing using Instruments and looking at the data to optimize some more.
The Bug Report
The bu... Read more
I was looking at a curious bug report: “Texture importing got much slower in current beta”. At first look, I dismissed it under “eh, someone... Read more
Have you ever looked at some graphics issue in Unity, and thought “if only I could see how the final frame is rendered, step-by-step?”. I kn... Read more
Exciting times for graphics on iOS 8!
At its recent World Wide Developers Conference, Apple introduced Metal, a new graphics API that... Read more
A story in several parts. 1) how shader compilation is done in upcoming Unity 4.5; and 2) how it was developed. First one is probably intere... Read more
Short summary: Unity’s hardware stats page now has a “mobile” section. Which is exactly what it says, hardware statistics of people playin... Read more
Helloes! We are in the finishing stages of Unity 4.0 release.
So here's the third beta build: unity3d.com/unity/beta/download.
A chang... Read more
Unity 4 was just announced, and many of you are probably thinking about if you should upgrade to Unity 4.0 now or later.
Whither Unity 4.... Read more
Yes! I did a talk at SIGGRAPH!
So yeah, a bunch of us were at SIGGRAPH 2011 in lovely Vancouver, doing talks, meeting people and... Read more
Google's Native Client (NaCl) is a brilliant idea. TL;DR: it allows native code to be run securely in the browser. Here's a collection of de... Read more
Last week, we started talking about Unity 3.2 by giving you a look at one of the updated Standard Assets. We'll have more to show soon, but ... Read more
Unity 3 launched recently, and with Surface Shaders we made it much easier to handle lighting, shadowing & rendering paths pieces of shaders... Read more