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Timeline for Per-component Shader Blend in Unity

Current License: CC BY-SA 4.0

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Oct 8, 2020 at 13:19 comment added MInvertedM Good advice; thanks. I have the simple version built already and definitely needing some serious optimisation, so I guess it's time to do that profiling then try this and a few potential optimisations and compare.
Oct 8, 2020 at 13:04 comment added DMGregory Yes. In fact on mobile, writing out the results of a previous pass then reading them in as inputs to a new pass can be the bottleneck, due to the limited video memory/bandwidth. So you may in some cases worsen mobile performance by putting off work to a post-process that you could have done cheaply as you drew each sprite. Always build it the simple way first and profile the performance, to be sure you're solving the right problem and not creating extra trouble for yourself.
Oct 8, 2020 at 12:29 comment added MInvertedM @DMGregory. Okay, that makes sense - I'll look into post-processing rather than sprite shaders. But concerning GPU core vectorization, would the same hold true for mobile? Sorry - should've specified that that was the target from the beginning (question edited accordingly).
Oct 8, 2020 at 12:23 history edited MInvertedM CC BY-SA 4.0
added 7 characters in body
Oct 8, 2020 at 12:15 comment added DMGregory "do I need to grab the screen like a texture" Yes. What you're describing is post processing, and Unity has some built-in features like OnRenderImage to help with this. "My intuition suggests that that would undo some of the efficiency I'd gained in previous steps, though" Your intuition that you'd gained substantial efficiency in the previous steps is likely wrong. GPU cores are vectorized, so handling a 4-component colour is about as easy for them as manipulating a single float.
Oct 8, 2020 at 9:03 review First posts
Oct 22, 2020 at 9:02
Oct 8, 2020 at 8:54 history asked MInvertedM CC BY-SA 4.0