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Wednesday, October 24 • 11:30am - 12:20pm
Optimising Graphics for Mobile Devices in Unity

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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.

Speakers
avatar for Brian Akira Su

Brian Akira Su

NOT DOPPLER
Brian has been developing console, PC and mobile games for more than 10 years. He started building his first games when he was in high school and hasn’t stopped. Brian has worked and lived in the United States, Tokyo and Australia.Brian is currently a mobile games developer at Not... Read More →


Wednesday October 24, 2018 11:30am - 12:20pm
ROOM 207