This page contains information on optimizing your shadersA program that runs on the GPU. More info
See in Glossary for runtime performance, especially on mobile platforms that have limited GPU performance.
To avoid complex calculations, do the following for example:
pow
, log
and sin
.normalize
and dot
, instead of writing your own. This ensures that the driver can generate better code.To avoid shaders repeating calculations, do the following for example:
Use half
instead of float
for all variables except world space coordinates and texture coordinates. For more information, refer to Use 16-bit precision in shaders.
Unity doesn’t support suffixes, so a value like 2.0h
becomes a full float
. This means when the GPU does calculations, it might have to convert other values to float
and back. This can slow down the shader.
To prevent this, use casts instead of suffixes. For example, use half(2.0)
instead of 2.0h
.
To avoid shaders slowing down, avoid the following resource-intensive methods:
discard
method in the fragment shader.To ensure mobile GPUs can use early depth testing to speed up rendering, don’t write to the depth bufferA memory store that holds the z-value depth of each pixel in an image, where the z-value is the depth for each rendered pixel from the projection plane. More info
See in Glossary in the fragment shader.
For more information about depth testing, refer to ShaderLab command: ZTest.