Media Summary: Shading is becoming increasingly more complex as we create more powerful materials and lighting. Rod Lopez from Unity's demo ... Nicholas Francis co-founded Unity and was CCO at the company for many years, before leaving to start up his own games studio, ... Renaldas Zioma and Erland Körner of Unity and Wes McDermott of Allegorithmic explain the principles behind
Unite 2013 Physically Based Ubershading - Detailed Analysis & Overview
Shading is becoming increasingly more complex as we create more powerful materials and lighting. Rod Lopez from Unity's demo ... Nicholas Francis co-founded Unity and was CCO at the company for many years, before leaving to start up his own games studio, ... Renaldas Zioma and Erland Körner of Unity and Wes McDermott of Allegorithmic explain the principles behind Elliot Mitchell (Vermont Digital Arts / Boston Unity Group) shares his experience with 3D and animation art pipelines as they relate ... Matthew Miner and Brad Keys (Lumos) explain how can game developers keep (most of) the cheaters from ruining online leader ... Alex Schwartz and Devin Reimer of Owlchemy labs on bringing Shoot Many Robots, an AAA 3D game for PS3 and Xbox 360 to ...
This session by Blackbird Interactive covers Unity best practices for design patterns, debugging techniques and project ... Unity's Immediate Mode GUI system is a very powerful tool for both Runtime and Editor UI. This talk relates to IMGUI internals and ... How RUST LTD. designed and built Museum of the Microstar with almost no budget and a team spread across 10 time zones. Sponza Scene Physically Based Arealights with Enlighten realtime GI Karen Collins and Alexander Hodge (Ehtonal) on how to plan, build and sell plugins, using the example of their audio plugin ... Anton Hand (RUST LTD.) talks about currently available approaches for realizing PBR in Unity, content pipelines, texturing, data ...