If you weren’t able to attend SIGGRAPH this year or missed one of our presentations in the Unity Sessions room, you can now watch them on our YouTube channel!
SIGGRAPH is the world’s largest conference for computer graphics technology and research, bringing together thousands of computer graphics professionals. This year the show took place in Los Angeles, California from July 28 to August 1, and Unity was there showing the latest demos and technology for high-fidelity real-time graphics.
If you weren’t able to attend this year, we have uploaded the graphics sessions to our YouTube channel. These are just a few of the sessions. Keep watching our YouTube channel for more as they become available.
Getting Started with Unity’s New Lightweight Render Pipeline
With Unity 2019.1, LWRP is out of Preview and ready for production with improvements in performance, workflow, and extensibility over the built-in pipeline. This session teaches you the benefits of using LWRP, how to set up your project for it, and how to extend it for custom rendering effects.
Creating Explosive Real-Time Visuals with the Visual Effect Graph
Interested in creating filmlike effects such as fire, smoke or holograms in Unity? This session shares how to use node-based effects and adaptive features in Unity’s Visual Effect Graph to create striking VFX in real-time.
Learn How to Do Stylized Shading with Shader Graph
In this session, learn how to write a custom lighting shader for a stylized look that can easily be shared across multiple assets. We’ll also demo the workflow for creating and maintaining custom HLSL inside the Unity Shader Graph, and explore new Shader Graph features such as keywords.
Terrain Tools and the Road Ahead
Creating landscapes for interactive experiences can be difficult, but Unity’s new Terrain tools are designed to streamline that process. This session covers Terrain improvements in Unity 2019, including a demo of the Terrain Tools package and a sneak peek of new features coming in the next update.
Getting Started with DirectX Ray Tracing in Unity
Learn how to use the experimental ray tracing features introduced in the 19.3 Unity beta! This talk begins with an overview of DXR, in context of how to use Unity’s new API to implement GPU ray tracing. The second half describes the ray tracing features offered by the High-Definition Render Pipeline and how they were implemented. If you’re curious about how ray tracing works in Unity, but don’t want to get bogged down in algorithms, this is the talk for you!
Join us at Unite Copenhagen for more sessions like these!
Want to learn more? Meet us at Unite Copenhagen, which takes place September 23–26. It’s a unique opportunity to engage with thousands of talented creators and top developers from around the world!
Here are just a couple of the sessions at Unite:
Real-time VFX Workflows in “The Heretic”
Unity’s award-winning Demo Team uses a range of different tools and techniques to create Realtime VFX. This talk covers the production process behind key visual effects in “The Heretic” project, and explains how the team uses Unity’s VFX Graph. The team will also share different learnings that you can use in your own productions.
Getting started with High-Definition Render Pipeline for games
In this session for beginner to intermediate-level programmers, technical artists, and technical leaders, you’ll learn to assess when to use the High-Definition Render Pipeline (HDRP) and how to start using it for production.
Visit the website to see what else is planned.
Unite is the place to learn, network, and participate:
- Get ahead with the latest Unity features, tips and tricks, and cool reveals in dozens of tech sessions, pop-up talks, and a keynote presentation.
- Meet industry leaders and make new friends at fun networking events and “Unite at Night” gatherings.
- Uplevel your Unity skills and make career-advancing connections in workshops, Q&A sessions, and community events.