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Question by
SupriyaRaul · Aug 20, 2020 at 05:30 PM ·
performancereplacement shader
Does Unity apply an internal optimization with increasing number of lights?
I have a unity scene with a big city model and a replacement shader (unlit shader) that applies forward pass rendering and calculates diffuse, ambient, and specular components. Please see the attached screenshot of the scene. I tried to plot the results with an increasing number of lights (5, 10, 15 and 20) and was hoping to get a growing linear trend in the frame time ( as I thought with an increasing number of lights, the number of passes increase and thus the GPU workload increases). Contrarily, I get a downward slope. Could anyone please suggest what I might be missing here? Thanks!
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