Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by zreek17 · Aug 29, 2016 at 09:22 AM · shadermobilegraphicsoptimization

Mobile: Diffuse Cutout shader with NormalMap. Very bad performance.

Good afternoon. I tried to use such a simple cutout+normalmap shader for my lianas: Shader "MyShaders/Light_CutOut_Color" { Properties {

       _Color ("Main Color", Color) = (1,1,1,1)
       _MainTex ("Texture", 2D) = "white" {}
       _BumpMap ("Bumpmap", 2D) = "bump" {}
 
       _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
       
     }
     SubShader {
      Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
      Lighting On
 
     LOD 20
       CGPROGRAM
       #pragma surface surf Lambert alphatest:_Cutoff 
       
       struct Input 
       {
           fixed2 uv_MainTex;
           fixed2 uv_BumpMap;
       };
       
       sampler2D _MainTex;
       sampler2D _BumpMap;
       fixed4 _Color;
      
       void surf (Input IN, inout SurfaceOutput o) 
       {
         fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;    
         o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
         o.Albedo = c.rgb;
         o.Alpha = c.a;
       }
       ENDCG
     } 
    Fallback "Transparent/Cutout/VertexLit"
   }

All textures are 512x512, poly count ~ 1000. So when I run near the model, FPS falls from 50 to 25.

Can you help, is it possible to use cutout + normalsMap in more optimised way? Thank you very much!

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Fixed Functions or Shaders, which one to prefer? 1 Answer

Checking for transparency in texture when clicking on GameObject 1 Answer

Reflect Fresnel Mobile VR 0 Answers

Image Effect problem on mobile & optimization 0 Answers

How can I declare instanced properties in ShaderGraph? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges