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Yes! I did a talk at SIGGRAPH!

Ahem.

So yeah, a bunch of us were at SIGGRAPH 2011 in lovely Vancouver, doing talks, meeting people and going to super interesting sessions. Me & ReJ did a long technical session about optimizing graphics for mobile platforms. GPU architectures, shader optimization details, case studies from actual Unity games and so on.

Here it is: Fast Mobile Shaders (17MB pdf).

Enjoy!

12 replies on “«Fast Mobile Shaders» talk at SIGGRAPH”

[…] (originally How to Write Fast iPhone and Android Shaders in Unity)     Follow this link for further Q&A. Special Effects With Depth (via @kubacupisz, Naty) Filed under Rendering […]

Great! Thanks a lot for sharing this awesome material.

One Question: Does Unity technology has any plan for releasing LUT Baking Tools(BRDFLight Receiver) public in the future releases or on Unity3d.com? Is that a property made by madfinger games, or is it made by Unity people?

Wow wow wow! as a major evangelist for mobile I am deeply impressed with your talk. Please, more! more mobile shaders so we may make unity shine :)

@ Aras : Thanks in advance , but , only talks will be availabe ?? not workshops ?? is there a way to get them ?

i mean will be the portfolio section available too ? or not .

thanks so much and sorry for many questions :D

Hi Aras,

Great slides. In the slides you make a recommendation to use ETC 1. All my textures for android use the default «Automatic Compressed» and I can see on the texture itself (RGBA Compressed DXT5). Now when I changed the texture type to advanced and select (RGB Compressed ETC 4bit) and apply I see that it is still shown as RGBA Compressed DXT5. Am I doing something wrong? Is this what is meant by ETC 1 in the slides?

Awesome Aras, tanks for the Share.
Though, whenever you had the time you guys should provably write a shaderlab book (including why not some vector and matrix maths chapters). ^^
Cheers,

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