![]() Experiment with Render Mode of Lights in the Quality Settings to get the correct priority.Essentially only the directional light should be per pixel, everything else - per vertex. Adjust pixel light count in quality settings.Use light mapping instead of realtime lights where ever possible.Forward rendered pixel lights are expensive.Use Renderer.sharedMaterial instead of Renderer.material if using texture atlases and shared materials.These are faster to load, have fewer state switches, and are batching friendly. Use texture atlases (large images containing a collection of sub-images) instead of a number of individual textures.This makes it easier for Unity to batch stuff. Keep the number of materials as low as possible.When you use float/half/fixed types in HLSL, they end up highp/mediump/lowp precision qualifiers in GLSL ES. mobile + Mac) since there currently are no GLSL->HLSL translation tools. You can also write GLSL directly if you want to, but doing that limits you to OpenGL-like platforms (e.g. This is cross compiled into GLSL ES for mobile platforms. Built in shaders are most often written in HLSL (also known as Cg). Unity is optimized for OpenGL ES 2.0, it uses GLSL ES (similar to HLSL) shading language. The architectures of the GPUs are also tuned to use as little bandwidth & power as possible. So compared to the desktop parts, mobile GPUs have way less bandwidth, low ALU performance and texturing power. Mobile GPUs have huge constraints in how much heat they produce, how much power they use, and how large or noisy they can be. LOD (Level of Detail) - make objects simpler or eliminate them completely as they move further away. So compress textures, use mipmaps, reduce texture size, etc. If reducing the Texture Quality in Quality Settings makes the game run faster, you are probably limited by memory bandwidth. If possible simplify your pixel shaders by moving code to vertex shader. So use mobile shaders that come with Unity or design your own but make them as simple as possible. On mobiles you’re essentially fillrate bound (fillrate = screen pixels * shader complexity * overdraw), and over-complex shaders is the most common cause of problems. Occlusion culling could help here as Unity will automatically cull objects outside the viewing frustum. All three of these can be reduced if you can find a way to cull more renderers. Graphics performance is bound by fillrate, pixel and geometric complexity (vertex count). Use more eye-candy on higher performing configurations:.Make sure it runs okay on baseline configuration. ![]() You can easily find a phone that’s 10x more powerful for rendering than some other phone. Just like on PCs, mobile platforms like iOS and Android have devices of various levels of performance.
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