- Home /
Graphics.blit with an shader may cause large memory collect on android device?
I try to implement a post image effect and Blit (Texture source, RenderTexture dest, Material mat, [DefaultValue ("-1")] int pass) is invoked in OnRenderImage().
Every thing is OK on Windows, but when I see something detail via profiler from an android device there is almost 20KB GC every frame because of the blit() function( in profiler, it shows StackTraceUtility.PostprocessStacktrace() ). After I tried, Blit (Texture source, RenderTexture dest) will not cause any GC, but the additive shader is what I need!
so, could someone tell me it's a profiler bug or unity bug? my unity version:5.4.0
Your answer
Follow this Question
Related Questions
Android missing gdiplus.dll error 0 Answers
Android lag on Nexus 7 (2012) 0 Answers
Unity profiler Gfx.WaitForPresentOnGfxThread 2 Answers
Android Graphical Problem 2 Answers
Assetbundle loaded asset cannot be cleaned in Android 1 Answer