17.08.2015 Views

Fast mobile shaders or rather Mobile! Fast!

Fast mobile shaders - Unity Technologies Blog

Fast mobile shaders - Unity Technologies Blog

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Hidden Surface Removal• Deferred• bins all primitives into tiles (~16x16 pixels)• uses micro Z-buffer to reject hidden fragments• gathers visible fragments and sends f<strong>or</strong> rasterization•Early Z-cull• coarse Z-buffer: low-resolution, low-precision• if fragment fail Z-test it will not be sent f<strong>or</strong>rasterization• s<strong>or</strong>t opaque front to back, GPU will not rearrangepolygons f<strong>or</strong> youTBDR: while rendering a tile, a lot of relevant data is kept in fast on-chip mem<strong>or</strong>y.Additionally, visible fragments are found by the hardware and pixel <strong>shaders</strong> (andconsequently all texture fetches) are ran only on them.Others (Tiled & Classic) use “early z-cull” <strong>or</strong> similar schemes to help reject some of thehidden pixels.

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