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Arquivos de tag: graphics

Plans for Graphics Features Deprecation

agosto 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... Ler mais

Bringing DirectX 11 features to mobile in Unity 5.1

maio 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... Ler mais

Mike Capps Joins Unity as Internal Advisor

maio 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&... Ler mais

@Heliosdoublesix does Arch-viz with realtime Global Illumination

fevereiro 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... Ler mais

Extending Unity 5 rendering pipeline: Command Buffers

fevereiro 6, 201551

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

Staying ahead with DirectX 12

janeiro 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... Ler mais

Frame Debugger in Unity 5.0

julho 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... Ler mais

Metal, a new graphics API for iOS 8

julho 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... Ler mais

Teleporter demo

maio 19, 201458

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

Shader Compilation in Unity 4.5

maio 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... Ler mais

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

abril 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. ... Ler mais

Physically-based shading upcoming in Unity 5.0

março 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... Ler mais

Cutting edge AAA shading technology for all

novembro 21, 201326

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