Posts by Aras Pranckevičius
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
In Unity you can write your own custom shaders, but it's no secret that writing them is hard, especially when you need shaders that interact... Read more