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Unity - Manual: Optimize shaders

Writing compute shaders for multiple platforms

Writing custom shaders in URP

Optimize shaders

This page contains information on optimizing your shadersA program that runs on the GPU. More info
See in Glossary
for runtime performance, especially on mobile platforms that have limited GPU performance.

Avoid complex calculations

To avoid complex calculations, do the following for example:

Avoid repeated calculations

To avoid shaders repeating calculations, do the following for example:

Use lower precision data types

Use half instead of float for all variables except world space coordinates and texture coordinates. For more information, refer to Use 16-bit precision in shaders.

Use casts instead of suffixes

Unity doesn’t support suffixes, so a value like 2.0h becomes a full float. This means when the GPU does calculations, it might have to convert other values to float and back. This can slow down the shader.

To prevent this, use casts instead of suffixes. For example, use half(2.0) instead of 2.0h.

Avoid discarding pixels or channels

To avoid shaders slowing down, avoid the following resource-intensive methods:

Avoid writing to the depth buffer

To ensure mobile GPUs can use early depth testing to speed up rendering, don’t write to the depth bufferA memory store that holds the z-value depth of each pixel in an image, where the z-value is the depth for each rendered pixel from the projection plane. More info
See in Glossary
in the fragment shader.

For more information about depth testing, refer to ShaderLab command: ZTest.

Additional resources

Writing compute shaders for multiple platforms

Writing custom shaders in URP


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