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Showing posts from November, 2018

Access Reflection Probe Data For Custom Shaders

The Unity shader documentation regarding reflection probes is pretty minimal and not at all comprehensive.
This short tutorial is intended to bring reflection probe functionalities to the forefront your future shader writing endevors which is a fancy way of saying "Look at this cool stuff and go and use it somewhere" 😏
Here we will try just the bare minimum of making a shader that reflects the cubemap data from reflection probe and displays it on the object.

These reflection probes are basically objects that store a complete image of the environment surrounding it into a cubemap which then can be read by shaders to create various effects.
More information on how reflection probes work in Unity can be found here :
Using Reflection Probes In Unity

I am not going over how to set up Reflection Probes here only how to access them inside our custom shaders.
So this is what we will be making:
The reflection probe takes in the cubemap only if it is within it's range otherwise i…

Shader Optimization Part 1

The process of shader optimization can seem like trial and error... in fact, that's how it is most of the time.
Most of the time shader optimizations could be boiled down to educated guesses because each time a shader gets compiled, the GPU driver of that specific hardware is what converts your code into actual machine code, therefore, the machine code generated will be different for each GPU and the driver itself might perform some optimizations on top of your's which won't be available on another GPU, thereby making it difficult to have a standard way of writing optimal shader code.

So the best way to know for sure is to actually test it on the hardware you are targeting.
With that said, Here are some universal best ways of getting your shader to perform better.😅 Do Calculations On Vertex Shader The most commonly used case for this is lighting, an example would be Gouraud lighting, where lighting calculations are done per vertex but at the loss of quality.

Some calculatio…