This is a heads-up of graphics related things we plan to “drop” from future versions of Unity, a.k.a. Dropping of Things for Make Benefit Gl... 더 읽기
One of the new features in Unity 5.1 is a new unified OpenGL rendering backend.
... A unified what now?
Until now, we had a separate rende... 더 읽기
I’m very excited to announce that Dr. Mike Capps will be joining Unity Technologies as an advisor to me, our exec team and to our core R&... 더 읽기
Is it possible to dial up the quality level in Unity 5 high enough to make high-end architectural visualizations?
In response Alex Lovett a... 더 읽기
In Unity 5 we've been adding many user-visible graphics features (new Standard shader, realtime global illumination, reflection probes, new ... 더 읽기
Direct3D 12 is a new graphics API with the promise of reducing driver overhead and allowing better use of multi-core systems. In those aspec... 더 읽기
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... 더 읽기
Exciting times for graphics on iOS 8!
At its recent World Wide Developers Conference, Apple introduced Metal, a new graphics API that’s l... 더 읽기
This benchmark project is one among several which helped us identify what improvements of functionality were necessary from an artist’s prod... 더 읽기
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... 더 읽기
During the Ghost of a Tale Indiegogo campaign, many were surprised to learn that this game wasn’t the work of a whole studio of developers. ... 더 읽기
Get an overview of the highlights from our video:
Our Physically-based shader has been maturing for quite a while. It is built on ideas w... 더 읽기
Physically-based surface shaders in the Asset Store
So… physically-based surface shaders. Physically-based what? I hear you say. Even tho... 더 읽기
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