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... Read more
In Unity 5 we've been adding many user-visible graphics features (new Standard shader, realtime global illumination, reflection probes, new ... Read more
Last year at GDC Microsoft announced DirectX 12. During yesterday's Windows 10 media briefing, Phil Spencer of Microsoft mentioned that Unit... Read more
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... Read more
Exciting times for graphics on iOS 8!
At its recent World Wide Developers Conference, Apple introduced Metal, a new graphics API that’s l... Read more
We'd like to share with you a project that was built during the R&D period of the Physically Based Shader and Reflection probes.
This b... Read more
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... Read more
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. ... Read more
Unity’s new Standard Shader is physically-based for higher visual quality, a more intuitive workflow for artists and faster iteration. And ... Read more
Physically-based surface shaders in the Asset Store
So… physically-based surface shaders. Physically-based what? I hear you say. Even tho... Read more
I just thought I would take a few minutes to explain some of the new graphics features they we have going into Unity 4.1 so th... Read more
Hi from the Unity Mobile team,
With Unity 4, you will have 10 platforms to which you can publish your awesome game. But in this blog, we’... Read more
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