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태그 아카이브: graphics

Plans for Graphics Features Deprecation

8월 27, 201553

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

Bringing DirectX 11 features to mobile in Unity 5.1

5월 26, 201532

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

Mike Capps Joins Unity as Internal Advisor

5월 7, 201517

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

@Heliosdoublesix does Arch-viz with realtime Global Illumination

2월 24, 201528

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

Extending Unity 5 rendering pipeline: Command Buffers

2월 6, 201551

In Unity 5 we've been adding many user-visible graphics features (new Standard shader, realtime global illumination, reflection probes, new ... 더 읽기

Staying ahead with DirectX 12

1월 22, 201537

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

Frame Debugger in Unity 5.0

7월 29, 201427

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

Metal, a new graphics API for iOS 8

7월 3, 201425

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

Teleporter demo

5월 19, 201458

This benchmark project is one among several which helped us identify what improvements of functionality were necessary from an artist’s prod... 더 읽기

Shader Compilation in Unity 4.5

5월 6, 201438

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

The Mouse and the Asset Store: The Story of Ghost of a Tale

4월 23, 20143

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

Physically-based shading upcoming in Unity 5.0

3월 20, 201458

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

Cutting edge AAA shading technology for all

11월 21, 201326

Physically-based surface shaders in the Asset Store So… physically-based surface shaders. Physically-based what? I hear you say. Even tho... 더 읽기