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.