Part 4: Optimizing Your Unity Shaders
So far in this book, we’ve learned the basics of making URP shaders, before leveling up to more advanced shader techniques to simulate geometry efficiently or even create an entire scene, using just mathematics and shader code. In this fourth part, we’re going to talk about another crucial topic for technical artists, which is ensuring the best possible performance for your game.
In this part, we will cover the following chapters:
- Chapter 9, Shader Compilation, Branching, and Variants
- Chapter 10, Optimizing Your Code, or Making Your Own Pipeline?