Peter Long is a Senior Software Engineer based in the Greater Portsmouth area with five years of hands-on experience in graphics and rendering systems. At Airbus Defence and Space he applies a pragmatic, systems-oriented approach to complex engineering problems, bridging low-level shader work with robust, cross-platform solutions. An active contributor to Unity-Technologies/Graphics, he has optimized path tracing, fixed platform-specific compiler and depth-texture issues, and integrated raytracing features—showing deep expertise in real-time rendering and shader optimization. Comfortable working across hardware targets (including PS5), he brings both meticulous attention to correctness and a knack for squeezing performance from graphics pipelines. Notably, his contributions show a readiness to tackle subtle platform quirks that often block cross-platform releases.
Unity Graphics - Including Scriptable Render Pipeline
Role in this project:
Graphics/Shader Developer
Contributions:7 reviews, 16 commits, 8 PRs in 11 months
Contributions summary:Peter primarily focused on refining shader code and raytracing implementations within the Unity Graphics repository. Their commits involved renaming shader variables, optimizing path tracing algorithms, and adapting code for specific platforms like PS5. They also addressed critical bugs related to depth texture access and compiler errors, ensuring cross-platform compatibility. Furthermore, the user made enhancements to light calculations, shadow implementations, and the integration of raytracing features into the rendering pipeline.
Unity Graphics - Including Scriptable Render Pipeline
Contributions:4 commits in 1 day
renderpipelinescriptableunityunity3d
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