Author : http://www.cnblogs.com/open-coder/p/3982999.html

During the last few months, I have been working on the Graphics and shader optimization work. 
Good FPS is the balance between art and technocal. A good designed level  and game play should take account the potional performance issue. After the optimization work on the high level was done, we could deep into the lower level, and do some invistigation of shader part.
Here are some tips that you could try:
1) Don’t reinvent the wheel, use instrinsic functions; Some one would like to write his own ‘dot’ function, this is not allowed;
2) Use the most appropriate data types in calculations (float, float2, float3 and float4);
3) Get rid of typecasting when it’s not need. Such as convert float3 to float4, float to float4, fixed to half, half to float…
4) Instead of integers rely on floats for math;
5) When indexing into arrays of constants use integers instead of floats;
6) Combine scalar constants into full vectors, pack array elements into full constant vectors;
7) For conditional compilation use boolean constants declared as static;
8) Whennever possible vectorize code by joining similar operations together;
9) Do not use expensive functions, such as  log, exp, pow, sin, cos;
10) Well arrange the variable calculations among application objects, per vertex and per fragment. Per fragment is the most expensive, per vertex is less expensive, and per object is cheap;
11) Get rid of clip as possible, some one will suggest use alpha blend to replace alpah test;
12) Remove branch statements. Some powerful device will support branch well, like K1 device uber-shader;
13) Reduce the bandwith that pass from vertex shader to fragment shader;
14) Use constant variables when you could make sure what those value is:
15) Be careful on the precision such as float, half, fixed. Use theme properly, and get rid of typecast whenever possible.

 

Reference
http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/Dark_Secrets_of_shader_Dev-Mojo.pdf
http://blog.hvidtfeldts.net/index.php/2011/07/optimizing-glsl-code/
http://hi.baidu.com/haibo19981984/item/fef0a36de646e508a1cf0f93

Shader Optimization Tips的更多相关文章

  1. 10 Python Optimization Tips and Issues

    转自: http://www.algorithm.co.il/blogs/computer-science/10-python-optimization-tips-and-issues/

  2. Unity 5 Game Optimization (Chris Dickinson 著)

    1. Detecting Performance Issues 2. Scripting Strategies 3. The Benefits of Batching 4. Kickstart You ...

  3. u3d 性能优化

    http://blog.csdn.net/candycat1992/article/details/42127811 写在前面 这一篇是在Digital Tutors的一个系列教程的基础上总结扩展而得 ...

  4. 【Unity技巧】Unity中的优化技术

    http://blog.csdn.net/candycat1992/article/details/42127811 写在前面 这一篇是在Digital Tutors的一个系列教程的基础上总结扩展而得 ...

  5. Unity中的优化技术

    版权声明:本文为博主原创文章,遵循 CC 4.0 BY-SA 版权协议,转载请附上原文出处链接和本声明.本文链接:https://blog.csdn.net/candycat1992/article/ ...

  6. WWDC 2016 盛宴

    转自:http://www.jianshu.com/p/72dd8306c817 整理和维护人:pmstGitHub 链接:WWDC-2016-Feast目前只是整理官方给出的 WWDC 2016 视 ...

  7. Unity性能优化(2)-官方教程Diagnosing performance problems using the Profiler window翻译

    本文是Unity官方教程,性能优化系列的第二篇<Diagnosing performance problems using the Profiler window>的简单翻译. 相关文章: ...

  8. [译]使用AES 256以达到SSL/TLS安全最大化

    原文链接:https://luxsci.com/blog/256-bit-aes-encryption-for-ssl-and-tls-maximal-security.html 原文发表时间:201 ...

  9. HHVM 是如何提升 PHP 性能的?

    背景 HHVM 是 Facebook 开发的高性能 PHP 虚拟机,宣称比官方的快9倍,我很好奇,于是抽空简单了解了一下,并整理出这篇文章,希望能回答清楚两方面的问题: HHVM 到底靠谱么?是否可以 ...

随机推荐

  1. java压缩与解压

    一 概述 1.目录进入点 目录进入点是文件在压缩文件中的映射,代表压缩文件.压缩文件时,创建目录进入点,将文件写入该目录进入点.解压时,获取目录进入点,将该目录进入点的内容写入硬盘指定文件. 如果目录 ...

  2. 002服务提供者Eureka

    1.POM配置 和普通Spring Boot工程相比,仅仅添加了Eureka.Spring Boot Starter Actuator依赖和Spring Cloud依赖管理 <dependenc ...

  3. 弧形菜单(Android)

    弧形菜单(Android) 前言:公司需求,自己写的一个弧形菜单! 效果: 开发环境:AndroidStudio2.2.1+gradle-2.14.1 涉及知识:1.自定义控件,2.事件分发等 部分代 ...

  4. 实验一:使用符号执行工具klee对软件进行破解(来自于klee官网)

    原文地址:https://gitlab.com/Manouchehri/Matryoshka-Stage-2/blob/master/stage2.md 实验用代码下载地址:https://gitla ...

  5. 关于cookie的详解

    http://www.cnblogs.com/fish-li/archive/2011/07/03/2096903.html

  6. svn merge error must be ancestrally related to,trunk merge branch报错

    trunk merge branch的时候报错 xxx must be ancestrally related to xxx,这个报错的意思是两者不关联,所以需要去建立关联. [回顾背景]       ...

  7. ACM HDU 1755 -- A Number Puzzle

    A Number Puzzle Time Limit: 3000/1000 MS (Java/Others)    Memory Limit: 32768/32768 K (Java/Others) ...

  8. 贴现率d与利率i

    一.复利中的实际利率 it=(1+i)t -(1+i)t-1  /   (1+i)t-1=i i 为常数, 而单利的实际利率递减 二.贴现 时间t的1元在时间零点的价值为贴现函数 记为 a-1(t) ...

  9. July 10th 2017 Week 28th Monday

    I get that look a lot, but I never let it get to me. 我常常受到异样的目光,但我从不把它们放在眼里. I don't feel good these ...

  10. API 网关

    使用 API 网关   链接:https://github.com/oopsguy/microservices-from-design-to-deployment-chinese译者:Oopsguy ...