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Posts by: Aras Pranckevičius

Frame Debugger in Unity 5.0

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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?”. ... Read more

Metal, a new graphics API for iOS 8

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Exciting times for graphics on iOS 8! At its recent World Wide Developers Conference, Apple introduced Metal, a new graphics API that’s lo... Read more

Shader Compilation in Unity 4.5

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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

Mobile Hardware Statistics (and more)

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Short summary: Unity’s hardware stats page now has a “mobile” section. Which is exactly what it says, hardware statistics of people ... Read more

Unity 4.0 third public beta (including free version)

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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 3.x and 4.x going forward

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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 4.0? ... Read more

“Fast Mobile Shaders” talk at SIGGRAPH

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Yes! I did a talk at SIGGRAPH! Ahem. So yeah, a bunch of us were at SIGGRAPH 2011 in lovely Vancouver, doing talks, meeting people and going... Read more

Notes on Native Client & Pepper Plugin API

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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 coll... Read more

Coming in 3.2: mobile graphics optimizations

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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... Read more

Shader Compilation for Multiple Platforms

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Unity 3 launched recently, and with Surface Shaders we made it much easier to handle lighting, shadowing & rendering paths pieces of sh... Read more

Unity 3 technology – Surface Shaders

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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 in... Read more

Summer of Code: Terrain Toolkit Released!

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This blog post is written by Sándor Moldán (Nekharoth on forums) who has been working on Terrain Toolkit to help generate realistic terrai... Read more

Four years ago today…

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…I took a plane to Copenhagen. Well ok, it all started a bit before:... Read more

Aras Pranckevičius

Lead Graphics Programmer a.k.a. troublemaker