Aras Pranckevičius is a seasoned graphics and rendering engineer with over two decades of hands-on experience building and optimizing real-time graphics systems, notably contributing to Unity for 15 years and to Blender since 2022. He combines low-level C/C++ performance work with cross-API rendering expertise (DirectX/Metal/Vulkan/OpenGL), shipping production-ready shader, plugin, and tooling improvements used in engines and graphics debuggers like RenderDoc. His open-source footprint includes performance-critical contributions to projects such as OpenImageIO, OpenSubdiv, xxHash and a widely used GLSL optimizer once employed by Unity for mobile shaders. Comfortable across CPU/GPU code, SIMD optimizations, and multi-threaded file/image pipelines, he excels at squeezing performance from both engines and build systems. Based in Kaunas, Lithuania, he describes himself as a “code plumber,” reflecting a pragmatic focus on fixing hard, behind-the-scenes problems that keep complex graphics systems running smoothly.
GLSL optimizer based on Mesa's GLSL compiler. Used to be used in Unity for mobile shader optimization.
Role in this project:
Back-end Developer
Contributions:839 commits, 28 PRs, 47 pushes in 9 years 9 months
Contributions summary:Aras primarily focused on fixing build issues and making metal shader improvements, including the implementation of a new compiler extension, and general code cleanup. The contributions included modifying the source code of the GLSL compiler to support Metal and fixing issues with for loops. Furthermore, the user addressed code printing issues related to variable interpolation and assignments, along with other fixes in the printing stage.
Contributions:1 review, 76 commits, 4 PRs in 3 years 9 months
Contributions summary:Aras contributed to the Unity project by implementing and integrating native rendering plugins using C++ and DirectX/Metal/OpenGL. Their contributions involved adding new features, fixing warnings, and creating the necessary files for rendering. The user's work included modifying the example scene files, adding external source files, and creating Metal and Vulkan implementations for the plugin. They also incorporated examples of how to modify and pass mesh and texture data to the plugin.
renderingunity3dnative-pluginunity
Find and Hire Top DevelopersWe’ve analyzed the programming source code of over 60 million software developers on GitHub and scored them by 50,000 skills. Sign-up on Prog,AI to search for software developers.