• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by xtian-diaz · May 02, 2016 at 08:31 PM · iosshadersshaderlab

Surface Shader optimization for iOS

Hello everyone,

using my basic knowledge in shader wrtting, I managed to write this shader that simulates a nice and simple transparent water effect :

 Shader "darkroom/Animated Liquid Surface" 
 {
     Properties 
     {
         _BumpMap ("Normal Map 1", 2D) = "white" {}
         _NoiseMap ("Noise Map", 2D) = "black" {}
         _ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
     }
 
     SubShader 
     {
         Tags { "RenderType"="Transparent" "Queue"="Transparent" "IgnoreProjector"="True" }
         Blend SrcAlpha One
         LOD 200
         
         CGPROGRAM
         #pragma surface surf Lambert
 
         sampler2D _BumpMap;
         sampler2D _NoiseMap;
         half4 _ReflectColor;
 
         struct Input 
         {
             float2 uv_BumpMap;
         };
 
         void surf (Input IN, inout SurfaceOutput o) 
         {
             half3 noise = tex2D(_NoiseMap, IN.uv_BumpMap);
             half f = frac(_Time[1] * 0.05 + noise.r * 0.5);
             half n1 = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap + half3(1.0 - f,0,0)));
             half n2 = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap + half3(f,0,0)));
             o.Emission = lerp(n1, n2, f) * _ReflectColor;
         }
         ENDCG
     } 
 
     FallBack "Reflective/Bumped Specular"
 }

I'm currently getting decent performance using it in an iPad 2 (~35 fps), but I need to improve it significantly, for which I'm hoping to get from you some neat hints.

This is a preview of how it looks and tells about my current setup. The liquid must be transparent so to show the underlying gameplay area. Also, the scene is lit, that's why I'm using a surface type of shader.

alt text

Thanks in advance for any help.

screen-shot-2016-05-02-at-110123-pm.png (367.8 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

VertexLit Hilight Shader - Flicker on iOS Problem 1 Answer

Why does this shader show up black on iOS? 1 Answer

Why I cannot assign fixed4 value in vertex method? 1 Answer

extension 'GL_EXT_frag_depth' is not supported in Xcode 4 Answers

Is it possible to read light value per vertex with a shader? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges