Unity at GDC - High definition render pipeline, shader graph, GPU-based progressive lightmapper
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Published on ● Video Link: https://www.youtube.com/watch?v=nOpx2xuMSFY
March 19, 2018 (San Francisco) - Lucas Meijer (Technical Director) and Natalya Tatarchuk (Director of Graphics) dive into how Book of the Dead was created, using High Definition Render Pipeline (HD RP) and shader graph, photogrammetry, and more. They show a Book of the Dead demo level running at 30fps on the PlayStation 4 Pro console. Additionally, Natalya and Lucas show off Unity's GPU-based progressive lightmapper.
To learn more about upcoming graphical improvements: https://blogs.unity3d.com/2018/03/20/unity-unveils-2018-roadmap-at-gdc/
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