Optimising your mobile game using scriptable render pipelines
summary
Shows how to convert a custom vertex‑color shader from Unity’s built‑in pipeline to the Lightweight Scriptable Render Pipeline (SRP), replacing CG with HLSL, switching precision from fixed to half, and using package includes and CBUFFERs so SRP’s experimental batching can group many meshes. Measured draw calls drop 26→18→8 draw calls and a full‑screen blur is implemented as a custom pass in ~100 lines blur pass, demonstrating real performance and implementation wins for mobile.
AI-written summary · about
chapters (8)
- 0:00Introduction and overview
- 2:51Why optimize for mobile
- 5:22Switching to lightweight pipeline
- 8:09Shader graph conversion
- 12:54Custom shader conversion
- 17:09Performance gains with batching
- 18:53Custom pass injection
- 20:41Summary and Q&A
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