GCAP 2018: Optimising Graphics for Mobile Devices in Unity

Speaker; Brian Akira Su (Not Doppler) This session is aimed for mid to advanced developers who want to get more into creating custom shaders for mobile, have more control over graphics, have a GPU bound mobile app or want to learn more about Unity and shaders in general. I will present the tricks and techniques we used in Crash of Cars to optimise for mobile GPU devices running on OpenGLES 2 or higher. This includes best practices for writing custom shaders, creating fallback graphic options for slower devices, shader tricks, profiling on real devices and working with artists to create a good pipeline. Specifically I will cover splat map shaders, using world space UVs, creative uses of render textures, profiling and testing shaders, general optimisations tips for vertex and pixel shaders and art pipeline tips. I will dive into sample shader code, run through some profiling tools and give visual break downs of shaders and how they can be adapted to your games. Game Connect Asia Pacific 2018: The Walls We’ve Built Ourselves Game Connect Asia Pacific is Australia’s premier games development conference and a part of Melbourne International Games Week. Situated in Melbourne, Australia during the October-November period, GCAP is world-renowned for its talks, networking and inclusive environment. Video courtesy of GCAP and the Game Developers’ Association of Australia.
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