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Question by branco88 · May 16, 2016 at 01:45 PM · shadermobileoptimization

Unlit with shadow for mobile

I was wondering if there's a way I could create an unlit version accepting to cast and receive shadows optimized for mobile. Below a shader I found but using it, my game lost 4 fps:

 Shader "Custom/Unlit With Shadows" {
     Properties {
         _Color ("Main Color", Color) = (1,1,1,1)
         _MainTex ("Base (RGB)", 2D) = "white" {}
     }
     SubShader {
         Tags {"Queue" = "Geometry" "RenderType" = "Opaque"}
 
         Pass {
             Tags {"LightMode" = "ForwardBase"}
             CGPROGRAM
                 #pragma vertex vert
                 #pragma fragment frag
                 #pragma multi_compile_fwdbase
                 #pragma fragmentoption ARB_fog_exp2
                 #pragma fragmentoption ARB_precision_hint_fastest
                 
                 #include "UnityCG.cginc"
                 #include "AutoLight.cginc"
                 
                 struct v2f
                 {
                     float4    pos            : SV_POSITION;
                     float2    uv            : TEXCOORD0;
                     LIGHTING_COORDS(1,2)
                 };
 
                 float4 _MainTex_ST;
 
                 v2f vert (appdata_tan v)
                 {
                     v2f o;
                     
                     o.pos = mul( UNITY_MATRIX_MVP, v.vertex);
                     o.uv = TRANSFORM_TEX (v.texcoord, _MainTex).xy;
                     TRANSFER_VERTEX_TO_FRAGMENT(o);
                     return o;
                 }
 
                 sampler2D _MainTex;
 
                 fixed4 frag(v2f i) : COLOR
                 {
                     fixed atten = LIGHT_ATTENUATION(i);    // Light attenuation + shadows.
                     //fixed atten = SHADOW_ATTENUATION(i); // Shadows ONLY.
                     return tex2D(_MainTex, i.uv) * atten;
                 }
             ENDCG
         }
 
         Pass {
             Tags {"LightMode" = "ForwardAdd"}
             Blend One One
             CGPROGRAM
                 #pragma vertex vert
                 #pragma fragment frag
                 #pragma multi_compile_fwdadd_fullshadows
                 #pragma fragmentoption ARB_fog_exp2
                 #pragma fragmentoption ARB_precision_hint_fastest
                 
                 #include "UnityCG.cginc"
                 #include "AutoLight.cginc"
                 
                 struct v2f
                 {
                     float4    pos            : SV_POSITION;
                     float2    uv            : TEXCOORD0;
                     LIGHTING_COORDS(1,2)
                 };
 
                 float4 _MainTex_ST;
 
                 v2f vert (appdata_tan v)
                 {
                     v2f o;
                     
                     o.pos = mul( UNITY_MATRIX_MVP, v.vertex);
                     o.uv = TRANSFORM_TEX (v.texcoord, _MainTex).xy;
                     TRANSFER_VERTEX_TO_FRAGMENT(o);
                     return o;
                 }
 
                 sampler2D _MainTex;
 
                 fixed4 frag(v2f i) : COLOR
                 {
                     fixed atten = LIGHT_ATTENUATION(i);    // Light attenuation + shadows.
                     //fixed atten = SHADOW_ATTENUATION(i); // Shadows ONLY.
                     return tex2D(_MainTex, i.uv) * atten;
                 }
             ENDCG
         }
     }
     FallBack "VertexLit"
 }
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avatar image Namey5 · May 17, 2016 at 09:25 AM 1
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You want an unlit shader that receives shadows? For casting shadows you can just add

 UsePass "VertexLit/SHADOWCASTER"
avatar image branco88 Namey5 · May 17, 2016 at 09:46 AM 0
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Hi, the above shader works exactly as expected. It's an unlint shader that cast/receive shadows. I want to know if there is some adjustment to optimize it for mobile. When I attached it to a gameobject ins$$anonymous$$d of the normal mobile/unlint I lost 4 fps.

avatar image Namey5 branco88 · May 17, 2016 at 09:52 AM 0
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Not particularly. There will always be a performance impact of using realtime lighting. I'd recommend using some form of baked shadows or projectors for mobile.

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