Rob Cupisz is a Director of Graphics Engineering with 12+ years of hands-on experience in real-time rendering, VFX tech art, and low-level GPU performance optimization across desktop and console. Currently leading Render Pipelines, Lighting, Visual Effects and Shader Graph teams at Unity, he blends architecture-level leadership with deep C++, C#, and shader expertise. He played a central role on Unity’s flagship demo work—from technical direction on The Heretic to demo team optimizations—and continues to contribute to core projects like Unity’s Scriptable Render Pipeline and volumetric lighting repos. Known for shipping practical shader and rendering fixes that address hardware compatibility and reversed-depth buffer subtleties, he brings an engineer’s attention to both visual fidelity and cross-platform performance. Based in Copenhagen with an MSc in Computer Science, Rob pairs academic rigor with studio-scale production experience and a track record of improving real-time lighting and post-processing pipelines.
12 years of coding experience
16 years of employment as a software developer
Mathematics and Physics, Mathematics and Physics at XIV Stanisław Staszic High School, Warsaw
B.Sc. Computer Science, B.Sc. Computer Science at University of Valencia
B.Sc. Computer Science, B.Sc. Computer Science at Warsaw University of Technology
Technical University of Denmark
Computer Games, Computer Games at National Academy of Digital, Interactive Entertainment (DADIU)
A light shafts (volumetric shadows) effect for Unity.
Role in this project:
Game Developer
Contributions:15 commits, 1 PR, 8 pushes in 3 years 3 months
Contributions summary:Rob primarily contributed to the `lightshafts` Unity project by implementing and improving the visual effects. They focused on refactoring the color filter shader, adapting the code to a newer Unity API version, and resolving hardware compatibility issues. The contributions include introducing hardware requirement checks, making optimizations for specific Unity versions, and making adjustments to the rendering pipeline to achieve the desired effects.
Lighting effects implemented for the Adam demo: volumetric fog, area lights and tube lights
Role in this project:
Graphics Programmer
Contributions:19 commits, 12 pushes, 1 branch in 1 year 11 months
Contributions summary:Rob contributed to the volumetric lighting effects within the Unity project. Their commits focused on shader modifications, including adapting shaders for reversed depth buffers and Unity 5.6. They also addressed issues with compute shaders and introduced improvements to transmission calculations, demonstrating a focus on optimizing and enhancing visual fidelity within the project. The changes also involved handling transparent objects, demonstrating an ability to extend the project's functionality.
lighting-effectsfoglightsvolumetricvolumetric-fog
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Rob Cupisz - Director, Graphics Engineering at Unity