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Fast mobile shaders or rather Mobile! Fast!

Fast mobile shaders - Unity Technologies Blog

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Burning Walls shader•Texture <strong>or</strong> ALU bound?• ALU bound•Start with high precision• Move complex | highp math into texturelookups• Move highp into vertex shader••Refact<strong>or</strong> to reduce swizzles on lowpPVRUniSCo f<strong>or</strong> rough estimate• But very approximate! (no SGX543 profile)Initially shader was written by artists, and while it did what it was supposed to do, it wasquite expensive.Use lowp where possible; move math into either texture lookups <strong>or</strong> into vertex shader(approximate but was fine). Refact<strong>or</strong> some math to avoid swizzles on lowp data.

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