I'm working on a scene for the Oculus Go (basically android / mobile specs) and am texturing an interior. I thought I'd try a texture array to save draw calls. I have 3 separate arrays (albedo, normals, MRA) containing 8 textures each. I made a shader that uses a channel mask to separate the materials. It all works fine in…
You should monitor the perf with the Profiler. Never used texture array so i cant say if it the array or your shader or probably both. Try with a mobile shader instead of standard. I work with the vive and as soon as i'm under 90fps, unity waits for the device and drops to 45fps. So a little extra calculation may divide…
Cool, thanks for the reply @Noors. I will dig in a little more with Unity's profiler, but I'm guessing the cut geometry will ultimately be the most efficient. Shame though as the array is much easier to use with tiling textures.
My hunch is it's probably not the array that's causing the issue itself. I would try gutting shader features before going through the time consuming task of editing your model/geometry. You could always go straight unlit textures, and then see if you're at framerate. If you're good just slowly build up from there. If…
https://unity3d.com/unity/beta/2018.3 Unity 2018.3.0b7 release notes: - XR: Linear color space now works on Oculus Go and Quest. For Gear VR, driver issues may prevent linear from working with S7 Adreno phones on Android 7.0. :D
Yeah, I'm fairly certain it was the shader complexity. I had 15 lerp nodes to mask albedo, MRA and normals. :# Just too much for a mobile GPU to handle. I'm hitting frame rate now just using separate materials, but will probably need to use a traditional atlas / cut UVs in the future.
Yup Lerps are generally a big no , specially on the mobile-vr platforms (oculus go/gear). I personally don't use any blend modes except for add and multiply either, specifically overlay which (and correct me if I am wrong) runs an IF-like check on each fragment. There is also little to no point in using the PBR workflow as…
@Mehran Khan We've done some VR/AR apps internally using Unity, and Linear color space support seems sort of dependent on _which_ mobile platform you're developing for. When porting CocoVR from the Rift to GearVR, Linear color was supported, but the final render target wasn't color corrected to "view-space" Worst case…
Ya, that'll do it haha. PBR on mobile VR is still pretty expensive. We've done mostly unlit shaders and just baked everything to a single texture. At one point we took a 4k screencap of the Substance Viewport and put that as our unlit diffuse texture. Looks like PBR-shaded but is crazy cheap. Works great if you only have…