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Update README.md
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ColinLeung-NiloCat authored Dec 12, 2020
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Expand Up @@ -115,7 +115,7 @@ Also, this shader moved all matrix mul() inside the fragment shader to vertex sh
I need LOTs of decals in my game, is there performance best practice?
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- make all decal cube as thin/small as possible
- don't overlap decals(overdraw)
- don't overlap decals too much for each pixel(overdraw)
- If your camera never goes into decal's cube volume, you should set ZTest to LessEqual, and Cull to Back in the material inspector, doing this will improve GPU performance a lot! (due to effective early-Z, GPU only need to render visible decals)
- disable _ProjectionAngleDiscardEnable, doing this will improve GPU performance a lot!
- enable "generate mipmap" for your decal texture, else a high resolution decal texture will make your game slow due to cache miss in GPU memory
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