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Make It Shiny: Unity's Progressive Lightmapper and Shader Graph (Presented by Unity Technologies)

Sponsor Speakers:

Jennifer Nordwall (Software Developer, Lighting Team , Unity Technologies)

Matt Dean (Technical Artist, Unity Technologies)

Location: Room 3022, West Hall

Date: Tuesday, March 20

Time: 11:20am - 12:20pm

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Educators Summit, Indie Games Summit - Get your pass now!

Topic: Visual Arts

Format: Sponsored Dev Day

Vault Recording: Video

Audience Level: All

A two part talk about some of Unity’s latest graphics features. First, attendees will learn about baked lighting, and the benefits of using progressive lightmapper. Presenters will cover debugging issues that impact attendees' visuals and performance, and improve baking times. Then presenters will show attendees how to use the Shader Graph to create solutions to real production problems faced by artists, including using the sub-graph system for a better user experience and extending the system through writing nodes in C#. Finally, presenters will also show attendees how to combine these two new tools to make their game beautiful and performant.


Learn about baked lighting and the benefits of using progressive lightmapper. We'll cover debugging issues that impact your visuals and performance, and improve baking times. Then we will cover Unity's new Shader Graph, tips and tricks for creating beautiful surfaces, and how to create your own new nodes using C#.

Intended Audience

The audience should have the basic knowledge of Unity, but is not required to know how to the lighting system or Shader Graph work. It is good if they have had some experience playing around with it beforehand.