Fast mobile shaders or rather Mobile! Fast!
Fast mobile shaders - Unity Technologies Blog
Fast mobile shaders - Unity Technologies Blog
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Optimizing <strong>shaders</strong>•Character shader, 10 cycles/pixel• N<strong>or</strong>mal mapped••Specular, wrap around diffusePer-vertex from light probes•But how?• Lighting into LUT texture•LUT size tradeoff perf<strong>or</strong>mance/qualityCharacter shader takes 10 cycles/pixel on Tegra2. Per pixel n<strong>or</strong>mal mapping, specular, wraparound diffuse; per vertex lighting from light probes.This is achieved by putting all lighting calculations into a lookup texture. Nice bonus:changing LUT size can trade perf<strong>or</strong>mance f<strong>or</strong> quality (e.g. use larger LUT on main character toget better specular; smaller LUT on enemies f<strong>or</strong> better perf<strong>or</strong>mance).