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
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
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
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
In Unity 5 we've been adding many user-visible graphics features (new Standard shader, realtime global illumination, reflection probes, new ... Ler mais
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
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
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
This benchmark project is one among several which helped us identify what improvements of functionality were necessary from an artist’s prod... Ler mais
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
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
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
Physically-based surface shaders in the Asset Store
So… physically-based surface shaders. Physically-based what? I hear you say. Even tho... Ler mais
Aprendizado de Máquina
Feito com Unity