Seongdae Kim

Software Engineer at Unity Technologies

Seoul, Korea, Republic of
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Summary

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Rockstar
Seongdae Kim is a graphics-focused software engineer based in Seoul with seven years of experience building and refining real-time rendering systems. He has hands-on expertise in shader development and cross-platform rendering, demonstrated by contributions to Unity Technologies' high-profile Graphics repository where he added features like screen space shadows and enabled RWTexture support for GLES 3.1. Comfortable diagnosing platform-specific depth and rendering issues, he bridges low-level GPU behavior and higher-level renderer architecture. Colleagues can expect a pragmatic coder who favors robust, portable graphics solutions and has proven impact on visually complex features such as waving grass and multi-pipeline shader fixes.
code7 years of coding experience
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Github Skills (10)

hlsl10
shader10
graphics-programming10
pipe10
pipeline10
unity3d10
gles9
shadergraph9
dotnet-core8
csharp8

Programming languages (2)

C#HTML

Github contributions (5)

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Unity-Technologies/Graphics

Jan 2019 - Apr 2022

Unity Graphics - Including Scriptable Render Pipeline
Role in this project:
userGraphics/Shader Engineer
Contributions:36 reviews, 203 commits, 14 PRs in 3 years 3 months
Contributions summary:Seongdae primarily contributed to the Unity graphics repository by implementing and fixing shader-related functionalities. They enabled RWTexture support in GLES 3.1, fixed depth rendering issues for waving grass, and added screen space shadows as a renderer feature, enhancing visual effects. The user also addressed shader-related issues across different rendering pipelines and platforms, demonstrating a deep understanding of graphics programming.
renderpost-processingpipelinescriptableunity
Contributions:7 pushes, 1 branch in 4 days
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