
Worked on the Unity-Technologies/Graphics repository to deliver a cross-platform shadow quality consolidation feature, unifying XR and shadow quality settings across multiple platforms. This effort involved refactoring platform-specific logic in C# and shader code, removing per-light soft shadow quality options on HoloLens, and clarifying unsupported features on Meta platforms. By redirecting global shadow settings to the URP Asset and cleaning up unused platform detection flags, the changes reduced configuration drift and maintenance overhead. The work improved clarity for developers and artists working in Unity Engine, leveraging skills in editor scripting, shader development, and XR development to streamline shadow configuration workflows.
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.
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.

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