
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.

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