Fast mobile shaders or rather Mobile! Fast!
Fast mobile shaders - Unity Technologies Blog
Fast mobile shaders - Unity Technologies Blog
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Case: MSAA•4xMSAA, iPad2• 6ms in •~2ms in SHADOWGUN•Still not free!• M<strong>or</strong>e tiles to process•M<strong>or</strong>e per-sample w<strong>or</strong>k on polygon edges4xMSAA = 6ms in and around 2ms in SHADOWGUN. The cost is m<strong>or</strong>e in because it uses post-processing and there are some not-so-fast paths involved in that case.Still, usable in practice!Even if there’s no extra mem<strong>or</strong>y cost f<strong>or</strong> MSAA in TBDR architecture, it does not come f<strong>or</strong>free. The tiles become smaller, so m<strong>or</strong>e of them have to be processed. Additional w<strong>or</strong>k has tobe done by the GPU on polygon edges, etc.