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Unity/shader/lighting performance tips for HoloLens

Discussion in 'VR' started by DanglingNeuron, Jun 17, 2016.

  1. DanglingNeuron

    DanglingNeuron

    Joined:
    Dec 4, 2012
    Posts:
    37
    In a simple scene frame rate drops from 60 to 30 as soon as you move from gazing into empty space to some basic geometry with unity standard shaders. This is on the "Fastest" global quality setting.

    For HoloLens, should we use the standard unity 5 shaders or legacy mobile shaders or something else?

    Also, what should the lighting parameters look like (lighting window) for fastest performance?

    I just need some basic color and texture shaders with a directional light for realtime and a few point lights for baked lighting.
     
  2. razielanarki

    razielanarki

    Joined:
    Jun 1, 2014
    Posts:
    58
    there's a "holotoolkit" from microsoft on github, containing hololens specialized shader variants (vertex, lambert, blinnphong, and standard pbr - all using half precision), and other useful scripts. it should help. but most of the time you wanna use simple shaders, like vertex lit, as the GPU is rather fillrate limited (about 50-70k tris with the standard shader).

    edit: here's the link: https://github.com/Microsoft/HoloToolkit-Unity
     
    Last edited: Jun 18, 2016
    Rayoule likes this.