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Question by Ataraxxis · Oct 27, 2017 at 10:22 AM · graphicsoptimizationprofilingblit

High iteration shader with blitter blocks cpu

Hello, I made a really expensive shading algorithm that works like:

  1. blit expensive shader to render texture

  2. blit rendertexture from step one with a preframe rendertexture to a destination rendertexture.

  3. use this to project it on an object

Now what's weird is that the unity stats say that my CPU-thread is much higher than the Render-thread. I don't find any documentation on how to interprete this.

So I guess its okay to block my CPU and I tried using command buffers. Same thing here, but it doesn't block it inside a script (CPU-thread still high).

Any suggestions if this is optimizable in any way?

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