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Question by jamius19 · Jul 23, 2015 at 10:09 PM · androidshadermobileoptimization

which shader to use with mobile devices?

I used Standard shader and then made an apk file for testing it in android.... and it has only about 10 fps in Octa core (MT6592)

I'm using unity 5....

should I use the mobile shaders instead?

And then if I use mobile shaders the outcome is very poor....

this is the snap from standard shader

alt text

and this is the snap from wall and floor using just Bumped Diffuse(Mobile) shader

alt text

so, can I bake the texture in standard shader mode and then apply them as diffuse mobile shader?

which method you use?

any help would be helpful....

withall.jpg (61.9 kB)
without.jpg (43.0 kB)
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Answer by RLin · Jul 23, 2015 at 10:15 PM

The problem with the standard shader is that it is simply not built for mobile devices. The "next gen" effect is made to run on consoles and PCs, not tablets and phones. While the mobile shaders are certainly available for your use, what I would suggest is writing your own shader that is much cheaper to render, but mimics the effects of the standard shader while leaving out anything unnecessary (ie. normal maps should be excluded from things not needing it, cubemaps should not be used if it is not reflective, etc.).

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