Search Unity

  1. Looking for a job or to hire someone for a project? Check out the re-opened job forums.
    Dismiss Notice
  2. Unity 2020 LTS & Unity 2021.1 have been released.
    Dismiss Notice
  3. Good news ✨ We have more Unite Now videos available for you to watch on-demand! Come check them out and ask our experts any questions!
    Dismiss Notice

Custom URP shader optimization

Discussion in 'Shaders' started by STUDIOCRAFTapps, Feb 26, 2021.



    Feb 4, 2015
    I've managed to clean up my shader graph shaders that were converted to code a few months back, but now I'm struggling with optimizing them. My goal is to make sure my game run at >60fps/16ms, and right now It's currently GPU bound, with a 40fps/25ms total time.

    My terrain is composed of multiple marching cube meshes with all the same material/shader: A triplanar shader with normal textues.
    The terrain also has on it grass that sway to the wind and that are rendered with Graphics.DrawMeshInstancedIndirect.


    The current graphics time is: 27ms
    With the terrain+grass is disabled: 15ms

    The shader code for the terrain
    The shader code for the grass

    Now, what should I change to keep the same shadow quality and reach my optimization goal? I'm not quite sure where to start...
    Last edited: Feb 26, 2021