Optimising Graphics for Mobile Devices in Unity
summary
Crash of Cars (25M+ downloads) uses concrete tricks: splat map shaders with XZ/world-space UVs to cut texture samples, reusing a baked top‑down shadow map for dynamic objects, and immediate drawing via GL/Graphics.DrawMesh to write blob shadows and GUI into render textures (16,000 stars at 147 fps shown). Text is rasterized with TextGenerator into pooled render textures to avoid 30k+ verts from outlines. Xcode GPU captures guide hotspot edits (one change cuts 1.96ms → 1.55ms); iPhone5s/iPad3/OpenGLES2 and Nexus7 tests are reported.
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chapters (12)
- 0:00Start
- 3:09Efficient Terrain Shading
- 8:07Blend balced shadow map and Unity shadow map.
- 11:55Immediate Drawing
- 19:38Lorem
- 21:32Drawing directly
- 24:52Car shaders
- 26:59Shader Features - Remove what you don't need
- 30:44Shader Profiling in Xcode
- 35:49What happens from command 210 to 211?
- 40:04Experiments
- 40:26Render shadow map save to texture Reuse shadow map
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