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This question was closed May 25, 2018 at 12:41 AM by bpears for the following reason:

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Question by bpears · Jan 11, 2014 at 03:13 AM · shaderfloatfixedhalf

Shader optimization references, float, half, fixed?

I'm wondering if anyone has some picture examples or know where to find some, that show how much of a difference there is between these choices?

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Answer by spraycanmansam · Mar 15, 2014 at 09:07 PM

http://docs.unity3d.com/Documentation/Components/SL-ShaderPerformance.html

Talks a bit about mobile performance as well :) One little thing to be aware of is there's a performance overhead from converting between precisions, ie: highp variables to lowp (or float to fixed). I loved reading a few of Aras' articles on optimization, where 'optimized' code actually ran slower from conversions! Like all programming, premature optimization is the root of all evil. Get it working first and then test your optimisations to see if they're effective. Shader programming can be more of an art than a science sometimes..

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Answer by NutellaDaddy · Jan 11, 2014 at 04:33 AM

It just depends on how exact/precise you want to be. Not too much of a difference.

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avatar image KEric · Mar 15, 2014 at 08:18 PM 0
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And what about mobiles? It's not much of a difference there too?

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Answer by mprivat · Nov 24, 2017 at 02:02 PM

This page has the details: https://docs.unity3d.com/Manual/SL-DataTypesAndPrecision.html

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