- Page 1 and 2: Fast mobile shadersor ratherMobile!
- Page 3 and 4: Outline• Desktop vs. Mobile• GP
- Page 5: Mobile•••Needs to use 100x le
- Page 9 and 10: Workload••Frequency of computat
- Page 11 and 12: Scene•••Opaque is the bestAvo
- Page 13 and 14: “Onload” CPU?••More fast co
- Page 15 and 16: GPU Species••••ImgTec Power
- Page 17 and 18: Architectures•Tiled Deferred• P
- Page 19 and 20: Case: HSR Performance•0.8-3.5ms t
- Page 21 and 22: Hidden Surface Removal•Simple geo
- Page 23 and 24: Saving BW & ALU•Framebuffer write
- Page 25 and 26: Tiled Framebuffers•Higher Z preci
- Page 27 and 28: Case: MSAA•4xMSAA, iPad2• 6ms i
- Page 29 and 30: Case: Mipmaps•••Turn off mipm
- Page 31 and 32: Case: OptimizingSHADOWGUN forTegra
- Page 33 and 34: SHADOWGUN+Tegra2••Target 30 FPS
- Page 35 and 36: Sort opaque geometry!•Saved ~15ms
- Page 37 and 38: LUT Baking ToolsAnother bonus: sinc
- Page 39 and 40: Texture Compression•••Tegra h
- Page 41 and 42: Profiling toolsTools
- Page 43 and 44: PVRUniSCoPVRUniSCo gives cycles for
- Page 45 and 46: PerfHUD ES
- Page 47 and 48: Tools: Android + Adreno•Adreno Pr
- Page 49 and 50: Shader Performance
- Page 51 and 52: GLSL ES specific•Precision qualif
- Page 53 and 54: General Intuition•••Note: Han
- Page 55 and 56: Precision: half / mediump••16 b
- Page 57 and 58:
Precision•Minimize conversion bet
- Page 59 and 60:
Shader Performance•Some shaders
- Page 61 and 62:
Shader Performance••Normalized
- Page 63 and 64:
Relative Performance•All lines in
- Page 65 and 66:
Unannouced TitleHigh poly, lots of
- Page 67 and 68:
Current state••37FPS after opti
- Page 69 and 70:
Getting GPU time on iOS•Force CPU
- Page 71 and 72:
Post-processing•Precision: lowp/f
- Page 73 and 74:
Burning Walls shader
- Page 75 and 76:
Burning Walls shader•Saved ~8ms p
- Page 77 and 78:
Optimize Particles•Reduce overdra
- Page 79 and 80:
Case: AngryBots
- Page 81 and 82:
AngryBots••Not much optimizatio
- Page 83 and 84:
Added for PC•••Depth of Field
- Page 85 and 86:
Wet floor•Render subset of scene
- Page 87 and 88:
Planar reflection
- Page 89 and 90:
Albedo
- Page 91 and 92:
Gloss (A of albedo tex)
- Page 93 and 94:
Pixel shader
- Page 95 and 96:
Splashes: geom + atlasWater splashe
- Page 97 and 98:
Post-fx costs••At native device
- Page 99 and 100:
Combine post-fx•Color Correction
- Page 101 and 102:
Cheat a bit•Scratch texture on no
- Page 103 and 104:
FXAA•Fast Approximate AA• Post
- Page 105 and 106:
Fail #1•FXAA is all float/highp
- Page 107 and 108:
Win #1•Use more (5) vec2 varyings
- Page 109 and 110:
FXAA 3.11•Latest FXAA 3.1 “cons
- Page 111 and 112:
Optimizing FXAA 3.11•Down to 12.7
- Page 113 and 114:
Extra SlidesExtra stuff we had init
- Page 115 and 116:
“Proper way”•Bake a bunch of
- Page 117 and 118:
Actually reflectedThis is what is a
- Page 119 and 120:
Ta-da!
- Page 121 and 122:
Reflection UVs••Not much physic
- Page 123 and 124:
Without Bloom
- Page 125 and 126:
Also Color Adj•Can also do simple
- Page 127 and 128:
“Mood Boxes” in Unity 3.4 Angry
- Page 129:
Mood Boxes•When entering new mood