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Question by ZebecGames · Sep 07, 2014 at 06:28 PM · shaderbloom

Material Shader vs Full-screen shader

Hello all,

I am working on a mobile 2D game and was looking for a way to create a simple glow effect for my sprites. I quickly realized what I'd really like is to create a full-screen bloom shader. It appears in Unity that full-screen shaders are only possible with a Pro license.

An alternative would be to apply a glow shader on a per material basis.

I believe I could achieve the same look with a material based shader but I am concerned about performance. Does Unity batch together draws for the same material/shader or would I be taking a big performance hit?

Thanks,

Jacob

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Answer by tanoshimi · Sep 07, 2014 at 07:50 PM

Yes, Unity batches. http://docs.unity3d.com/Manual/DrawCallBatching.html

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avatar image ZebecGames · Sep 07, 2014 at 08:35 PM 0
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$$anonymous$$akes sense.

I guess if I am able to keep my materials to a $$anonymous$$imum it should be O$$anonymous$$.

Thanks, Jacob

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