Aras Pranckevičius

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RE: I could! Who should I ask about (name, email or whatever)? Alex Lian - R&D - Release & Tooling Director Please ask about those beta t-shirts.

I mean, who should I ask *about*? Who did not get the shirt?

Hello Aras! Few weeks ago i got email that i won Unity 2017.1 beta t-shirt, I gave my address and such. Weeks and weeks later there is no info. Could you ask someone at Unity about it? Greets

I could! Who should I ask about (name, email or whatever)?

Hi Aras! I am trying to get programs that uses metal framework run on windows, so I need to write a tool that converts MetalSL to GLSL. Do you think it is possible?

It surely is possible, but someone has to write a tool that does the conversion :) From the top of my head, I'm not aware of any existing tool like that.

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Hi Aras! Ignoring the pain of refactoring existing shaders: Would you recommend removing the doubled color calculation in particle shaders? I figured it's related to your atten*2 lighting discussion on the unity forums, but it still shows in builtin shaders. Thanks for your time!

emericanized’s Profile PhotoJ
Hmm, I thought we have removed all the "atten * 2" stuff from built-in shaders in Unity 5. Which particle shaders that do lighting still have it?
I think some others (that aren't lit) might do "color * 2" as a cheap way of allowing "overbrightenning" effect, where 50% gray color is neutral, and brighter than that allows for brighter particles than the actual texture. If you want to copy them and remove that to suit your needs -- sure, just do it.

Already passed a year and there is still no audio, video and animated logo support for Splash Screen even thought devs said that it's coming... Is it still in the works?

I have no idea, nor whether anyone ever said that it's in the works. Sorry!

Hi Aras! we are the guys behind Obi (a suite of physics plugins for Unity, fairly popular in the Asset Store). We were wondering who we´d need to talk to in order to discuss ways to tighten the integration between Unity and our plugins. Is there a "physics guy" in the company?

What worked better for you when using Vulkan: few resource objects with many usage flags or many resource objects with few resource flags each?

I actually don't know! Haven't done any Vulkan code myself.

Hi Aras, little question: Unity 3.5, 4 and 5 got their own trailers, Is the 2017 version going to get the trailer since it's like a new era of Unity?

I don't actually know (that's up to marketing), but I think all your mentioned releases were shipped during some big industry event (e.g. GDC) and the trailers served as event material too. Not sure if 2017.1 is going to be shipped at some big event; probably not.

Hello Aras! 2017.1 beta is out but Scriptable Render Loops are not here, can you say in which beta we can expect them? Thanks!

Scriptable render loops have been there since Unity 5.6 actually, under UnityEngine.Experimental.Rendering namespace (and them being experimental; the API kept on changing quite a lot though).
I'm not sure if in current 2017.1 beta they are out of experimental namespace yet (I kinda stopped doing graphics a while ago). I'm pretty sure there is more APIs & stuff to build scriptable render loops compared to 5.6 though.
Probably best to ask on the beta mailing list (if you're there), or in the beta section on the forums.

Since someone asked about Unity 2017 i remember that there is big post on forum about Visual Scripting in 2017 and people are saying that it's going to be released in 2 years, Is it going to be in 2017.1 or 2 years? Have a great day and thanks!

"Visual Scripting" is put under "research phase" in the roadmap (https://unity3d.com/unity/roadmap), so definitely not in 2017.1 yet.

RE:Unity 2017.1 Public beta release date?! Sorry but i asked about beta not the final release! :)

Ah, sorry, misread the question! Beta should be out soon; I don't know when exactly though. But the alpha period is about to end as we speak. So 2017.1 beta, I guess within a week or two if everything goes well.

Unity 2017.1 Public beta release date?!

We try to do releases each 3-4 months. 5.6 just came out, so my best guess for 2017.1 release is mid-summer.

Hi Aras, I've seen at GDC that Unity is working on new rendering pipeline, then i found google doc file about it and there are things like Volumetric Sky/Fog & Atmospheric Scattering, does it include some Water system and also day/night system like the standard in CryEngine/other engines? Thank you

I don't actually know :|

When is GI applied in the deferred pipeline? Is it applied with all the lights or after Final Pass? (or somewhere else?)

During the G-buffer pass, ambient & lightmaps & emissive things are rendered into the emission buffer.
This is fairly easy to see using the Frame Debugger by the way.
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Hey Aras, in the rendering pipeline, what's the order priority of lights? I've noticed it seems to do directional lights last, but point/spot light seems based on when the light was enabled/disabled. Another instance looked like it may have been based on distance from the camera. Is there an order?

I don't think the order is defined in any particular way. If you want sorting of lights in some way, probably would want to sort them yourself.

Hey Aras, I need to show the Unity _ShadowmapTexture on a texture. It works for a ATI GPU , but not Nvidia. Any idea?

Depends on how you sample it , what platform etc. I'd find it unlikely that it would be GPU-dependent; my guess is that you're perhaps using it in an "undefined" way.
The built-in shadowmap texture is valid only for the duration that "shadows are rendered at", so e.g. sampling it outside of deferred lighting pass, or outside of forward rendering pass that applies lighting (ForwardBase/ForwardAdd) is likely undefined - it can get that texture, or some other texture, or nothing at all.
Also, depending on the platform, depends on how you want to sample it. E.g. on DX9, you can't sample raw depth value from a shadowmap at all; it can only do depth comparison.

Hi Aras, are there any platforms that you are aware of which run unity and are big endian?

I think WiiU is the only one right now (PS3 & Xbox360 were big endian too, but we already do not support them). No idea whether big endian will ever make a comeback in consumer or gaming CPUs. I guess you never know.

Hi Aras, What resources can you recommend for graphic programmers? Just wondering where my go to places should be to find quality material when trying to implement new feature X in my game. realtimerendering.com, dl.acm.org, GDC Vault,...?

Elvar Orn Unnthorsson
Basically the above, yeah.
"Advances in real-time rendering" siggraph course has some awesome material each year: http://advances.realtimerendering.com/
"Pysically based shading" course at the same siggraph is also good material: http://blog.selfshadow.com/publications/
Books like http://www.realtimerendering.com/book.html and http://www.pbrt.org/ are very useful too

Hi Aras, I am working on a system that uses std::hash C++ (based on murmur?). I am experimenting to use different hash functions, and tried cityhash64 and xxhash64, also std::hash for integer keys and cityhash64 for string. However, cityhash is best for overall CPU. Any suggestions? Thx! Jing

Depends on what you want & what your needs are, how long are the typical keys, what platform you're on etc. In some tests that I did (http://aras-p.info/blog/2016/08/09/More-Hash-Function-Tests/), CityHash64 was looking very good indeed. If it works for you, great, use it!

Someone asked about GDC so my question is: Is there going to be any live where people can watch Unity's presentations?

The keynote on Feb 28 should be live here https://unity3d.com/gdc2017 -- not sure about other talks. I guess the others might not be live streamed, but recorded.

Hi Aras, Is ScriptableRenderLoop/HDRenderPipeline going to be shown at GDC on "The Future of Rendering in Unity" presentation?

I do think the concept & design of "scriptable render pipelines" is absolutely the focus of that talk overall. But don't know the details, it's not me who's doing the talk.

Hello Aras! Is ScriptableRenderLoop/HDRenderPipeline going to be shipped in Unity 2017.x?

That's the plan, yes.
You can already use an older version of it (at your own risk) in current Unity 5.6 betas; the github project contains information on which revisions of it should be used.
Basic things are already working fairly well; the largest piece of the missing puzzle is nice UX for all the things. For example, how built-in scene view rendering debug modes should interact with debug modes provided by the HD render pipeline itself. Where various settings should be put in the UI. etc. etc.

Hi Aras, since somebody asked about Volumetric Clouds. Do you happen to know of any good real-time approaches that is capable of rendering clouds from afar as well as up close? Looking for a solution where I have a vehicle on the ground that could jump up to the sky and fly through clouds.

Elvar Orn Unnthorsson
Nothing comes to mind right now, but I have not been following that area.
My guess is that "flying through clouds" and "clouds in the distance" likely need somewhat different systems/approaches for rendering.
"The Real-time Volumetric Cloudscapes of Horizon: Zero Dawn" from http://advances.realtimerendering.com/s2015/index.html I remember being fairly interesting, but I forget whether they handled "flying through clouds" case.
"A Novel Sampling Algorithm for Fast and Stable Real-Time Volume Rendering" from the same siggraph course might be useful for cloud rendering part too.


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