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VFX Toolkit
VFX Toolkit
  • What is All In 1 VFX Toolkit
  • Overview
  • Setup and Render Pipelines
  • First Steps (Must Read)
  • Asset Component Features
  • Shader Structure and Usage
  • Advanced Configuration and Key Rendering Concepts
  • Particle System Helper Component
  • Asset Window
  • Textures Setup
  • Saving Prefabs
  • Screen Distortion and Creating Distortion Maps
  • Custom Vertex Streams and Custom Data Auto Setup
  • How to Animate Materials
  • Custom Scaled Time
  • Scripting
  • Visual Effect Graph (Vfx Graph)
  • How to Enable/Disable Effects at Runtime
  • Random Seed
  • Render Material To Image
  • Premade Textures, Meshes and Materials
  • Helper Scripts and Other Utilities
  • Lit Shader
  • Effects and Properties Breakdown
  • Custom Gradient Property Drawer
  • Running out of Shader Keywords
  • Considerations
  • FAQ (Frequently Asked Questions)
  • Credits
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Considerations

The shader uses compilation flags to enable and disable different effects, meaning that only the code of enabled effects is included in each compiled shader variant. This ensures the GPU only computes the necessary parts, significantly reducing unnecessary calculations and memory usage.

The shader code has been hand-written line by line and is fast, uses as little memory as possible, and has no conditionals. Additionally, Unity will batch instances of the same material and sprite into a single draw call. For other Renderers, a GPU Instancing Toggle is available in the Advanced Configuration of the Material Inspector.

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Last updated 6 months ago