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Unity 2017 Game Optimization

You're reading from   Unity 2017 Game Optimization Optimize all aspects of Unity performance

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Product type Paperback
Published in Nov 2017
Publisher
ISBN-13 9781788392365
Length 376 pages
Edition 2nd Edition
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Author (1):
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Chris Dickinson Chris Dickinson
Author Profile Icon Chris Dickinson
Chris Dickinson
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Table of Contents (10) Chapters Close

Preface 1. Pursuing Performance Problems FREE CHAPTER 2. Scripting Strategies 3. The Benefits of Batching 4. Kickstart Your Art 5. Faster Physics 6. Dynamic Graphics 7. Virtual Velocity and Augmented Acceleration 8. Masterful Memory Management 9. Tactical Tips and Tricks

Materials and Shaders


Render State in Unity is essentially exposed to us via Materials. Materials are a container around Shaders, short programs that define how the GPU should render incoming vertex and texture data. A Shader on its own does not have the necessary knowledge of state to accomplish anything of value. A Shader requires inputs such as diffuse textures, Normal maps, and lighting information and effectively dictates what Render State variables need to be set in order to render the incoming data.

Note

Shaders are named this way because their original implementation many years ago was to only handle lighting and shading of an object (applying shadows, where originally there were none). Their purpose has grown enormously since then, and now they have a much more generic purpose of being a programmable access point to many different kinds of parallel tasks, but the old name still remains.

Every Shader needs a Material, and every Material must have a Shader. Even newly imported meshes...

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