Key Things to optimise the amount of memory used up by shader variables. the amount of textures the shader is using. Efficiency: try to produce the same effect with reduced amount of code or data. Avoid using Unity’s internal shaders and Surface Shaders: they are designed to cover a broad number of general cases, vertex & fragment shaders can be… Read more Shader Optimisation Tips & Dealing with Platform Fragmentation
How does it work? each object is rendered in a pass for each light that affects it. each object might be rendered multiple times depending upon how many lights are within range. lit objects are rendered in a separate passes. if it is possible to manage light counts in your game: Forward Rendering can be a very… Read more Forward Rendering in Unity & checking render order with Frame Debugger
What are the differences between bump maps, displacement maps, height maps and normal maps and when to use them? They are different ways used to add detail to a model. It is important to understand their strengths and weaknesses, in order to choose the right type of map that best fits the needs of the… Read more Tech Art Tips & Tricks: All About Displacement, Height, Normal & Bump Maps
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