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Edward Blais

PROFILE

Edward Blais

Ed worked on the Unity-Technologies/Graphics repository, delivering a cross-platform shadow quality consolidation feature that unified XR and shadow quality settings across multiple platforms. By refactoring platform-specific conditionals and removing per-light soft shadow quality on HoloLens, Ed reduced configuration drift and maintenance overhead. The work clarified platform capabilities, such as the lack of Meta platform support, and directed users to manage global shadow settings through the URP Asset. Using C#, Editor Scripting, and Shader Development within the Unity Engine, Ed’s changes improved traceability and provided clearer guidance for developers and artists, resulting in a more consistent and maintainable codebase.

Overall Statistics

Feature vs Bugs

100%Features

Repository Contributions

1Total
Bugs
0
Commits
1
Features
1
Lines of code
4,911
Activity Months1

Work History

October 2025

1 Commits • 1 Features

Oct 1, 2025

October 2025 (Unity-Technologies/Graphics): Delivered Cross-Platform Shadow Quality Consolidation to unify XR and shadow quality settings across platforms, driving consistency and faster feature rollout. Key changes reduce configuration drift and maintenance overhead across targets.

Activity

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Quality Metrics

Correctness80.0%
Maintainability80.0%
Architecture60.0%
Performance60.0%
AI Usage20.0%

Skills & Technologies

Programming Languages

C#

Technical Skills

Editor ScriptingShader DevelopmentUnity EngineXR Development

Repositories Contributed To

1 repo

Overview of all repositories you've contributed to across your timeline

Unity-Technologies/Graphics

Oct 2025 Oct 2025
1 Month active

Languages Used

C#

Technical Skills

Editor ScriptingShader DevelopmentUnity EngineXR Development

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