Published on December 1, 2016 by Unity
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This talk gives you an overview of how shaders fit into the Unity graphics pipeline and how to profile and optimize both vertex and fragment shaders. It features Unity’s built in profiler and frame debugger, as well as a demo of how to use external tools such as Intel’s GPA and Xcode to go even more in depth.

Asa Reed – Unity Technologies”

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1 Comment on "Unite 2016 – Shader Profiling and Optimization"

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Listen Carefully
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Listen Carefully
9 months 6 days ago

All that time wasted on 'hello world'-level stuff and then not enough time for actual meat of the talk?

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