Author Topic: ShadowGun: Optimizing for Mobile Sample Level  (Read 1516 times)

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Stefan

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ShadowGun: Optimizing for Mobile Sample Level
« on: March 24, 2012, 09:09:22 AM »
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Here at Unity, we want to offer you the smoothest experience for making fantastic games. One of the biggest parts of our job is ensuring that Unity is a highly performant platform for you to deploy to mobile devices, but when it comes to getting the best performance out of your games – that’s where you come in. So that you’re not in the dark when it comes to optimising your games, we got together with MadFinger Games, the developers of blockbuster mobile title ‘ShadowGun‘ to offer you a sample level project packed with innovative techniques, to help you learn about the techniques that they employed when creating their game.
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Alpha blending kills
Complex, per-pixel shaders kill framerate
Environment specular maps (Shader Virtual Gloss Per Vertex Additive)
Optimized dynamic character lighting and shading (Lightprobes and BRDF Shader)
Fog and volumetric light rays (Shader Blinking Godrays)
Preparation of the mesh in 3D app to work correctly with shader
Dense animated smoke at plane crash (Shader Scroll 2 Layers Sine Alpha-blended)
Moving Skybox (Shadow Scroll 2 Layers Multiplicative)
Flags and cloths in the wind (Shader Lightmap + Wind)