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Cost of color grading with post process v3

Discussion in 'Universal Render Pipeline' started by demonixis, May 1, 2020.

  1. demonixis

    demonixis

    Joined:
    Aug 20, 2013
    Posts:
    185
    Hello,

    I try to optimize my stack of effect for PC and mobile. I would like to know if there is a documentation about performance impact of post process effects. I took a look at the shader sources and few things are unclear to me. I know that the Bloom is not recommanded on mobile because it have 4 passes. Ideally all effects that can be combined into one passe are OK.

    So what about color grading? I know that the ACES tonemapper is done on every pixel each frame, however what about the white balance and the lift gain? It seems to be used in the LutBuilderHDR/LDR to create a LUT. Is this LUT created each frame or is it kept all along the rendering?

    My point is image coloring is crucial for the look and feel of the game while bloom or other lens effect are not. So is it safe to use the white balance + lift gain on mobile?

    Thanks!