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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
Answer by tanoshimi · Sep 07, 2014 at 07:50 PM
Yes, Unity batches. http://docs.unity3d.com/Manual/DrawCallBatching.html
$$anonymous$$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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