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Unity 2021 Shaders and Effects Cookbook

You're reading from   Unity 2021 Shaders and Effects Cookbook Over 50 recipes to help you transform your game into a visually stunning masterpiece

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Product type Paperback
Published in Oct 2021
Publisher Packt
ISBN-13 9781839218620
Length 484 pages
Edition 4th Edition
Languages
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Author (1):
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John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
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Toc

Table of Contents (16) Chapters Close

Preface 1. Chapter 1: Post Processing Stack 2. Chapter 2: Creating Your First Shader FREE CHAPTER 3. Chapter 3: Working with Surface Shaders 4. Chapter 4: Working with Texture Mapping 5. Chapter 5: Understanding Lighting Models 6. Chapter 6: Physically Based Rendering 7. Chapter 7: Vertex Functions 8. Chapter 8: Fragment Shaders and Grab Passes 9. Chapter 9: Mobile Shader Adjustment 10. Chapter 10: Screen Effects with Unity Render Textures 11. Chapter 11: Gameplay and Screen Effects 12. Chapter 12: Advanced Shading Techniques 13. Chapter 13: Shader Graph – 2D 14. Chapter 14: Shader Graph – 3D 15. Other Books You May Enjoy

Profiling your shaders

Now that we know how we can reduce the overhead that our shaders might take, let's take a look at how to find problematic shaders in a scene where you might have a lot of shaders or a ton of objects, shaders, and scripts all running at the same time. Finding a single object or shader among a whole game can be quite daunting, but Unity provides us with its built-in Profiler. This allows us to see, on a frame-by-frame basis, what is happening in the game, and each item that is being used by the GPU and CPU.

Using Profiler, we can isolate items such as shaders, geometry, and general rendering items using its interface to create blocks of profiling jobs. We can filter out items until we are looking at the performance of just a single object. This lets us see the effects that the object has on the CPU and GPU while it is performing its functions at runtime.

Let's take a look through the different sections of Profiler and learn how to debug our scenes...

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