Category: Unity 2016 Backporting Fixes and Shuffling Branches Apr 07 2016 10 Years at Unity Jan 04 2016 2015 Optimizing Unity Renderer Part 3: Fixed Function Removal Apr 27 2015 Optimizing Unity Renderer Part 2: Cleanups Apr 04 2015 Optimizing Unity Renderer Part 1: Intro Apr 01 2015 2014 Shader compilation in Unity 4.5 May 05 2014 Visuals in some great games Apr 05 2014 2013 Some Unity codebase stats Nov 08 2013 On having an ambitious vision Aug 30 2013 Mobile Hardware Stats (and more) Apr 07 2013 2011 Fast Mobile Shaders or, I did a talk at SIGGRAPH! Aug 17 2011 Testing Graphics Code, 4 years later Jun 17 2011 A way to visualize mip levels May 03 2011 Mercurial/Kiln experience so far Apr 18 2011 2010 GLSL Optimizer Sep 29 2010 Surface Shaders, one year later Jul 16 2010 Compiling HLSL into GLSL in 2010 May 21 2010 GDC 2010 report Mar 17 2010 Four years ago today... Jan 04 2010 2009 Improving C#/Mono for Games Nov 14 2009 Deferred Cascaded Shadow Maps Nov 04 2009 Usability depends on context! Sep 14 2009 Implementing fixed function T&L in vertex shaders Jun 09 2009 Shaders must die, part 3 May 10 2009 Shaders must die, part 2 May 07 2009 Google O3D - it's going to be interesting May 05 2009 Unity 2.5 is out Mar 19 2009 2008 Crunchtime! Nov 10 2008 The awesome support we do Oct 30 2008 Unite 2008 Oct 29 2008 How to announce anything Sep 20 2008 Hardware of the casual gamer Aug 28 2008 Depth bias and the power of deceiving yourself Jun 12 2008 Dogfooding: PeaNinjas part 1 Feb 20 2008 Off-Road Velociraptor Safari Feb 05 2008 Holy FPU precision, Batman! Jan 22 2008 About two years ago... Jan 15 2008 2007 Splume! Oct 21 2007 Unity 2.0 is out Oct 19 2007 San Francisco! Oct 09 2007 Lolshadows! Aug 28 2007 Testing graphics code Jul 31 2007 We'd better write software May 29 2007 MegaPixel on shockwave.com May 19 2007 2006 A steam of random things Aug 14 2006 On work and clean code Jul 01 2006 Switched jobs - (almost) back in this crazy industry Jan 10 2006 2005 Pakimono! Dec 10 2005